Review and recompile web examples

This commit is contained in:
raysan5 2017-04-17 16:42:01 +02:00
parent 3e082f1d62
commit 881f134f4d
194 changed files with 272938 additions and 52659 deletions

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@ -7541,6 +7541,56 @@ function _UpdateDrawFrame() {
_EndDrawing();
STACKTOP = sp;return;
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $13 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0.0, $8 = 0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$0>>2];
$3 = +HEAPF32[$1>>2];
$4 = $2 - $3;
$5 = $4 * $4;
$6 = ((($0)) + 4|0);
$7 = +HEAPF32[$6>>2];
$8 = ((($1)) + 4|0);
$9 = +HEAPF32[$8>>2];
$10 = $7 - $9;
$11 = $10 * $10;
$12 = $5 + $11;
$13 = (+Math_sqrt((+$12)));
return (+$13);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _VectorZero($0) {
$0 = $0|0;
var $1 = 0, $2 = 0, label = 0, sp = 0;
sp = STACKTOP;
HEAPF32[$0>>2] = 0.0;
$1 = ((($0)) + 4|0);
HEAPF32[$1>>2] = 0.0;
$2 = ((($0)) + 8|0);
HEAPF32[$2>>2] = 0.0;
return;
}
function _VectorLength($0) {
$0 = $0|0;
var $1 = 0.0, $10 = 0.0, $11 = 0.0, $2 = 0.0, $3 = 0, $4 = 0.0, $5 = 0.0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
@ -7640,13 +7690,6 @@ function _VectorTransform($0,$1) {
HEAPF32[$5>>2] = $47;
return;
}
function _VectorZero($0) {
$0 = $0|0;
var label = 0, sp = 0;
sp = STACKTOP;
;HEAP32[$0>>2]=0|0;HEAP32[$0+4>>2]=0|0;HEAP32[$0+8>>2]=0|0;
return;
}
function _MatrixTranspose($0) {
$0 = $0|0;
var $1 = 0, $10 = 0, $11 = 0, $12 = 0, $13 = 0, $14 = 0, $15 = 0, $16 = 0, $17 = 0, $18 = 0, $19 = 0, $2 = 0, $20 = 0, $21 = 0, $22 = 0, $23 = 0, $24 = 0, $3 = 0, $4 = 0, $5 = 0;
@ -8597,45 +8640,6 @@ function _ProcessGestureEvent($0) {
}
}
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, $sqrtf = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$1>>2];
$3 = +HEAPF32[$0>>2];
$4 = $2 - $3;
$5 = ((($1)) + 4|0);
$6 = +HEAPF32[$5>>2];
$7 = ((($0)) + 4|0);
$8 = +HEAPF32[$7>>2];
$9 = $6 - $8;
$10 = $4 * $4;
$11 = $9 * $9;
$12 = $10 + $11;
$sqrtf = (+Math_sqrt((+$12)));
return (+$sqrtf);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _UpdateGestures() {
var $$off = 0, $0 = 0, $1 = 0, $2 = 0, $3 = 0, $4 = 0, $5 = 0, $6 = 0, $7 = 0, $8 = 0, $or$cond3 = 0, label = 0, sp = 0;
sp = STACKTOP;

View file

@ -7407,30 +7407,80 @@ function _UpdateDrawFrame() {
_EndDrawing();
STACKTOP = sp;return;
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $13 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0.0, $8 = 0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$0>>2];
$3 = +HEAPF32[$1>>2];
$4 = $2 - $3;
$5 = $4 * $4;
$6 = ((($0)) + 4|0);
$7 = +HEAPF32[$6>>2];
$8 = ((($1)) + 4|0);
$9 = +HEAPF32[$8>>2];
$10 = $7 - $9;
$11 = $10 * $10;
$12 = $5 + $11;
$13 = (+Math_sqrt((+$12)));
return (+$13);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _VectorZero($0) {
$0 = $0|0;
var $1 = 0, $2 = 0, label = 0, sp = 0;
sp = STACKTOP;
HEAPF32[$0>>2] = 0.0;
$1 = ((($0)) + 4|0);
HEAPF32[$1>>2] = 0.0;
$2 = ((($0)) + 8|0);
HEAPF32[$2>>2] = 0.0;
return;
}
function _VectorSubtract($0,$1,$2) {
$0 = $0|0;
$1 = $1|0;
$2 = $2|0;
var $$sroa$4$0$$sroa_idx2 = 0, $$sroa$5$0$$sroa_idx4 = 0, $10 = 0.0, $11 = 0, $12 = 0.0, $13 = 0, $14 = 0.0, $15 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0.0, $8 = 0, $9 = 0.0, label = 0, sp = 0;
var $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0, $14 = 0.0, $15 = 0, $16 = 0.0, $17 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0, $8 = 0.0, $9 = 0, label = 0, sp = 0;
sp = STACKTOP;
$3 = +HEAPF32[$1>>2];
$4 = +HEAPF32[$2>>2];
$5 = $3 - $4;
$6 = ((($1)) + 4|0);
$7 = +HEAPF32[$6>>2];
$8 = ((($2)) + 4|0);
$9 = +HEAPF32[$8>>2];
$10 = $7 - $9;
$11 = ((($1)) + 8|0);
$12 = +HEAPF32[$11>>2];
$13 = ((($2)) + 8|0);
$14 = +HEAPF32[$13>>2];
$15 = $12 - $14;
HEAPF32[$0>>2] = $5;
$$sroa$4$0$$sroa_idx2 = ((($0)) + 4|0);
HEAPF32[$$sroa$4$0$$sroa_idx2>>2] = $10;
$$sroa$5$0$$sroa_idx4 = ((($0)) + 8|0);
HEAPF32[$$sroa$5$0$$sroa_idx4>>2] = $15;
$6 = ((($0)) + 4|0);
$7 = ((($1)) + 4|0);
$8 = +HEAPF32[$7>>2];
$9 = ((($2)) + 4|0);
$10 = +HEAPF32[$9>>2];
$11 = $8 - $10;
HEAPF32[$6>>2] = $11;
$12 = ((($0)) + 8|0);
$13 = ((($1)) + 8|0);
$14 = +HEAPF32[$13>>2];
$15 = ((($2)) + 8|0);
$16 = +HEAPF32[$15>>2];
$17 = $14 - $16;
HEAPF32[$12>>2] = $17;
return;
}
function _VectorCrossProduct($0,$1,$2) {
@ -7565,13 +7615,6 @@ function _VectorTransform($0,$1) {
HEAPF32[$5>>2] = $47;
return;
}
function _VectorZero($0) {
$0 = $0|0;
var label = 0, sp = 0;
sp = STACKTOP;
;HEAP32[$0>>2]=0|0;HEAP32[$0+4>>2]=0|0;HEAP32[$0+8>>2]=0|0;
return;
}
function _MatrixTranspose($0) {
$0 = $0|0;
var $1 = 0, $10 = 0, $11 = 0, $12 = 0, $13 = 0, $14 = 0, $15 = 0, $16 = 0, $17 = 0, $18 = 0, $19 = 0, $2 = 0, $20 = 0, $21 = 0, $22 = 0, $23 = 0, $24 = 0, $3 = 0, $4 = 0, $5 = 0;
@ -8694,45 +8737,6 @@ function _ProcessGestureEvent($0) {
}
}
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, $sqrtf = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$1>>2];
$3 = +HEAPF32[$0>>2];
$4 = $2 - $3;
$5 = ((($1)) + 4|0);
$6 = +HEAPF32[$5>>2];
$7 = ((($0)) + 4|0);
$8 = +HEAPF32[$7>>2];
$9 = $6 - $8;
$10 = $4 * $4;
$11 = $9 * $9;
$12 = $10 + $11;
$sqrtf = (+Math_sqrt((+$12)));
return (+$sqrtf);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _UpdateGestures() {
var $$off = 0, $0 = 0, $1 = 0, $2 = 0, $3 = 0, $4 = 0, $5 = 0, $6 = 0, $7 = 0, $8 = 0, $or$cond3 = 0, label = 0, sp = 0;
sp = STACKTOP;

View file

@ -7319,30 +7319,80 @@ function _UpdateDrawFrame() {
_EndDrawing();
STACKTOP = sp;return;
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $13 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0.0, $8 = 0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$0>>2];
$3 = +HEAPF32[$1>>2];
$4 = $2 - $3;
$5 = $4 * $4;
$6 = ((($0)) + 4|0);
$7 = +HEAPF32[$6>>2];
$8 = ((($1)) + 4|0);
$9 = +HEAPF32[$8>>2];
$10 = $7 - $9;
$11 = $10 * $10;
$12 = $5 + $11;
$13 = (+Math_sqrt((+$12)));
return (+$13);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _VectorZero($0) {
$0 = $0|0;
var $1 = 0, $2 = 0, label = 0, sp = 0;
sp = STACKTOP;
HEAPF32[$0>>2] = 0.0;
$1 = ((($0)) + 4|0);
HEAPF32[$1>>2] = 0.0;
$2 = ((($0)) + 8|0);
HEAPF32[$2>>2] = 0.0;
return;
}
function _VectorSubtract($0,$1,$2) {
$0 = $0|0;
$1 = $1|0;
$2 = $2|0;
var $$sroa$4$0$$sroa_idx2 = 0, $$sroa$5$0$$sroa_idx4 = 0, $10 = 0.0, $11 = 0, $12 = 0.0, $13 = 0, $14 = 0.0, $15 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0.0, $8 = 0, $9 = 0.0, label = 0, sp = 0;
var $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0, $14 = 0.0, $15 = 0, $16 = 0.0, $17 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0, $8 = 0.0, $9 = 0, label = 0, sp = 0;
sp = STACKTOP;
$3 = +HEAPF32[$1>>2];
$4 = +HEAPF32[$2>>2];
$5 = $3 - $4;
$6 = ((($1)) + 4|0);
$7 = +HEAPF32[$6>>2];
$8 = ((($2)) + 4|0);
$9 = +HEAPF32[$8>>2];
$10 = $7 - $9;
$11 = ((($1)) + 8|0);
$12 = +HEAPF32[$11>>2];
$13 = ((($2)) + 8|0);
$14 = +HEAPF32[$13>>2];
$15 = $12 - $14;
HEAPF32[$0>>2] = $5;
$$sroa$4$0$$sroa_idx2 = ((($0)) + 4|0);
HEAPF32[$$sroa$4$0$$sroa_idx2>>2] = $10;
$$sroa$5$0$$sroa_idx4 = ((($0)) + 8|0);
HEAPF32[$$sroa$5$0$$sroa_idx4>>2] = $15;
$6 = ((($0)) + 4|0);
$7 = ((($1)) + 4|0);
$8 = +HEAPF32[$7>>2];
$9 = ((($2)) + 4|0);
$10 = +HEAPF32[$9>>2];
$11 = $8 - $10;
HEAPF32[$6>>2] = $11;
$12 = ((($0)) + 8|0);
$13 = ((($1)) + 8|0);
$14 = +HEAPF32[$13>>2];
$15 = ((($2)) + 8|0);
$16 = +HEAPF32[$15>>2];
$17 = $14 - $16;
HEAPF32[$12>>2] = $17;
return;
}
function _VectorCrossProduct($0,$1,$2) {
@ -7477,13 +7527,6 @@ function _VectorTransform($0,$1) {
HEAPF32[$5>>2] = $47;
return;
}
function _VectorZero($0) {
$0 = $0|0;
var label = 0, sp = 0;
sp = STACKTOP;
;HEAP32[$0>>2]=0|0;HEAP32[$0+4>>2]=0|0;HEAP32[$0+8>>2]=0|0;
return;
}
function _MatrixTranspose($0) {
$0 = $0|0;
var $1 = 0, $10 = 0, $11 = 0, $12 = 0, $13 = 0, $14 = 0, $15 = 0, $16 = 0, $17 = 0, $18 = 0, $19 = 0, $2 = 0, $20 = 0, $21 = 0, $22 = 0, $23 = 0, $24 = 0, $3 = 0, $4 = 0, $5 = 0;
@ -8606,45 +8649,6 @@ function _ProcessGestureEvent($0) {
}
}
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, $sqrtf = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$1>>2];
$3 = +HEAPF32[$0>>2];
$4 = $2 - $3;
$5 = ((($1)) + 4|0);
$6 = +HEAPF32[$5>>2];
$7 = ((($0)) + 4|0);
$8 = +HEAPF32[$7>>2];
$9 = $6 - $8;
$10 = $4 * $4;
$11 = $9 * $9;
$12 = $10 + $11;
$sqrtf = (+Math_sqrt((+$12)));
return (+$sqrtf);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _UpdateGestures() {
var $$off = 0, $0 = 0, $1 = 0, $2 = 0, $3 = 0, $4 = 0, $5 = 0, $6 = 0, $7 = 0, $8 = 0, $or$cond3 = 0, label = 0, sp = 0;
sp = STACKTOP;

View file

@ -7226,30 +7226,80 @@ function _UpdateDrawFrame() {
_EndDrawing();
STACKTOP = sp;return;
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $13 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0.0, $8 = 0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$0>>2];
$3 = +HEAPF32[$1>>2];
$4 = $2 - $3;
$5 = $4 * $4;
$6 = ((($0)) + 4|0);
$7 = +HEAPF32[$6>>2];
$8 = ((($1)) + 4|0);
$9 = +HEAPF32[$8>>2];
$10 = $7 - $9;
$11 = $10 * $10;
$12 = $5 + $11;
$13 = (+Math_sqrt((+$12)));
return (+$13);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _VectorZero($0) {
$0 = $0|0;
var $1 = 0, $2 = 0, label = 0, sp = 0;
sp = STACKTOP;
HEAPF32[$0>>2] = 0.0;
$1 = ((($0)) + 4|0);
HEAPF32[$1>>2] = 0.0;
$2 = ((($0)) + 8|0);
HEAPF32[$2>>2] = 0.0;
return;
}
function _VectorSubtract($0,$1,$2) {
$0 = $0|0;
$1 = $1|0;
$2 = $2|0;
var $$sroa$4$0$$sroa_idx2 = 0, $$sroa$5$0$$sroa_idx4 = 0, $10 = 0.0, $11 = 0, $12 = 0.0, $13 = 0, $14 = 0.0, $15 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0.0, $8 = 0, $9 = 0.0, label = 0, sp = 0;
var $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0, $14 = 0.0, $15 = 0, $16 = 0.0, $17 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0, $8 = 0.0, $9 = 0, label = 0, sp = 0;
sp = STACKTOP;
$3 = +HEAPF32[$1>>2];
$4 = +HEAPF32[$2>>2];
$5 = $3 - $4;
$6 = ((($1)) + 4|0);
$7 = +HEAPF32[$6>>2];
$8 = ((($2)) + 4|0);
$9 = +HEAPF32[$8>>2];
$10 = $7 - $9;
$11 = ((($1)) + 8|0);
$12 = +HEAPF32[$11>>2];
$13 = ((($2)) + 8|0);
$14 = +HEAPF32[$13>>2];
$15 = $12 - $14;
HEAPF32[$0>>2] = $5;
$$sroa$4$0$$sroa_idx2 = ((($0)) + 4|0);
HEAPF32[$$sroa$4$0$$sroa_idx2>>2] = $10;
$$sroa$5$0$$sroa_idx4 = ((($0)) + 8|0);
HEAPF32[$$sroa$5$0$$sroa_idx4>>2] = $15;
$6 = ((($0)) + 4|0);
$7 = ((($1)) + 4|0);
$8 = +HEAPF32[$7>>2];
$9 = ((($2)) + 4|0);
$10 = +HEAPF32[$9>>2];
$11 = $8 - $10;
HEAPF32[$6>>2] = $11;
$12 = ((($0)) + 8|0);
$13 = ((($1)) + 8|0);
$14 = +HEAPF32[$13>>2];
$15 = ((($2)) + 8|0);
$16 = +HEAPF32[$15>>2];
$17 = $14 - $16;
HEAPF32[$12>>2] = $17;
return;
}
function _VectorCrossProduct($0,$1,$2) {
@ -7384,13 +7434,6 @@ function _VectorTransform($0,$1) {
HEAPF32[$5>>2] = $47;
return;
}
function _VectorZero($0) {
$0 = $0|0;
var label = 0, sp = 0;
sp = STACKTOP;
;HEAP32[$0>>2]=0|0;HEAP32[$0+4>>2]=0|0;HEAP32[$0+8>>2]=0|0;
return;
}
function _MatrixTranspose($0) {
$0 = $0|0;
var $1 = 0, $10 = 0, $11 = 0, $12 = 0, $13 = 0, $14 = 0, $15 = 0, $16 = 0, $17 = 0, $18 = 0, $19 = 0, $2 = 0, $20 = 0, $21 = 0, $22 = 0, $23 = 0, $24 = 0, $3 = 0, $4 = 0, $5 = 0;
@ -8513,45 +8556,6 @@ function _ProcessGestureEvent($0) {
}
}
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, $sqrtf = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$1>>2];
$3 = +HEAPF32[$0>>2];
$4 = $2 - $3;
$5 = ((($1)) + 4|0);
$6 = +HEAPF32[$5>>2];
$7 = ((($0)) + 4|0);
$8 = +HEAPF32[$7>>2];
$9 = $6 - $8;
$10 = $4 * $4;
$11 = $9 * $9;
$12 = $10 + $11;
$sqrtf = (+Math_sqrt((+$12)));
return (+$sqrtf);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _UpdateGestures() {
var $$off = 0, $0 = 0, $1 = 0, $2 = 0, $3 = 0, $4 = 0, $5 = 0, $6 = 0, $7 = 0, $8 = 0, $or$cond3 = 0, label = 0, sp = 0;
sp = STACKTOP;

View file

@ -7390,30 +7390,80 @@ function _UpdateDrawFrame() {
_EndDrawing();
STACKTOP = sp;return;
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $13 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0.0, $8 = 0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$0>>2];
$3 = +HEAPF32[$1>>2];
$4 = $2 - $3;
$5 = $4 * $4;
$6 = ((($0)) + 4|0);
$7 = +HEAPF32[$6>>2];
$8 = ((($1)) + 4|0);
$9 = +HEAPF32[$8>>2];
$10 = $7 - $9;
$11 = $10 * $10;
$12 = $5 + $11;
$13 = (+Math_sqrt((+$12)));
return (+$13);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _VectorZero($0) {
$0 = $0|0;
var $1 = 0, $2 = 0, label = 0, sp = 0;
sp = STACKTOP;
HEAPF32[$0>>2] = 0.0;
$1 = ((($0)) + 4|0);
HEAPF32[$1>>2] = 0.0;
$2 = ((($0)) + 8|0);
HEAPF32[$2>>2] = 0.0;
return;
}
function _VectorSubtract($0,$1,$2) {
$0 = $0|0;
$1 = $1|0;
$2 = $2|0;
var $$sroa$4$0$$sroa_idx2 = 0, $$sroa$5$0$$sroa_idx4 = 0, $10 = 0.0, $11 = 0, $12 = 0.0, $13 = 0, $14 = 0.0, $15 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0.0, $8 = 0, $9 = 0.0, label = 0, sp = 0;
var $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0, $14 = 0.0, $15 = 0, $16 = 0.0, $17 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0, $8 = 0.0, $9 = 0, label = 0, sp = 0;
sp = STACKTOP;
$3 = +HEAPF32[$1>>2];
$4 = +HEAPF32[$2>>2];
$5 = $3 - $4;
$6 = ((($1)) + 4|0);
$7 = +HEAPF32[$6>>2];
$8 = ((($2)) + 4|0);
$9 = +HEAPF32[$8>>2];
$10 = $7 - $9;
$11 = ((($1)) + 8|0);
$12 = +HEAPF32[$11>>2];
$13 = ((($2)) + 8|0);
$14 = +HEAPF32[$13>>2];
$15 = $12 - $14;
HEAPF32[$0>>2] = $5;
$$sroa$4$0$$sroa_idx2 = ((($0)) + 4|0);
HEAPF32[$$sroa$4$0$$sroa_idx2>>2] = $10;
$$sroa$5$0$$sroa_idx4 = ((($0)) + 8|0);
HEAPF32[$$sroa$5$0$$sroa_idx4>>2] = $15;
$6 = ((($0)) + 4|0);
$7 = ((($1)) + 4|0);
$8 = +HEAPF32[$7>>2];
$9 = ((($2)) + 4|0);
$10 = +HEAPF32[$9>>2];
$11 = $8 - $10;
HEAPF32[$6>>2] = $11;
$12 = ((($0)) + 8|0);
$13 = ((($1)) + 8|0);
$14 = +HEAPF32[$13>>2];
$15 = ((($2)) + 8|0);
$16 = +HEAPF32[$15>>2];
$17 = $14 - $16;
HEAPF32[$12>>2] = $17;
return;
}
function _VectorCrossProduct($0,$1,$2) {
@ -7548,13 +7598,6 @@ function _VectorTransform($0,$1) {
HEAPF32[$5>>2] = $47;
return;
}
function _VectorZero($0) {
$0 = $0|0;
var label = 0, sp = 0;
sp = STACKTOP;
;HEAP32[$0>>2]=0|0;HEAP32[$0+4>>2]=0|0;HEAP32[$0+8>>2]=0|0;
return;
}
function _MatrixTranspose($0) {
$0 = $0|0;
var $1 = 0, $10 = 0, $11 = 0, $12 = 0, $13 = 0, $14 = 0, $15 = 0, $16 = 0, $17 = 0, $18 = 0, $19 = 0, $2 = 0, $20 = 0, $21 = 0, $22 = 0, $23 = 0, $24 = 0, $3 = 0, $4 = 0, $5 = 0;
@ -8982,45 +9025,6 @@ function _ProcessGestureEvent($0) {
}
}
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, $sqrtf = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$1>>2];
$3 = +HEAPF32[$0>>2];
$4 = $2 - $3;
$5 = ((($1)) + 4|0);
$6 = +HEAPF32[$5>>2];
$7 = ((($0)) + 4|0);
$8 = +HEAPF32[$7>>2];
$9 = $6 - $8;
$10 = $4 * $4;
$11 = $9 * $9;
$12 = $10 + $11;
$sqrtf = (+Math_sqrt((+$12)));
return (+$sqrtf);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _UpdateGestures() {
var $$off = 0, $0 = 0, $1 = 0, $2 = 0, $3 = 0, $4 = 0, $5 = 0, $6 = 0, $7 = 0, $8 = 0, $or$cond3 = 0, label = 0, sp = 0;
sp = STACKTOP;

View file

@ -7190,6 +7190,56 @@ function _UpdateDrawFrame() {
_EndDrawing();
STACKTOP = sp;return;
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $13 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0.0, $8 = 0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$0>>2];
$3 = +HEAPF32[$1>>2];
$4 = $2 - $3;
$5 = $4 * $4;
$6 = ((($0)) + 4|0);
$7 = +HEAPF32[$6>>2];
$8 = ((($1)) + 4|0);
$9 = +HEAPF32[$8>>2];
$10 = $7 - $9;
$11 = $10 * $10;
$12 = $5 + $11;
$13 = (+Math_sqrt((+$12)));
return (+$13);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _VectorZero($0) {
$0 = $0|0;
var $1 = 0, $2 = 0, label = 0, sp = 0;
sp = STACKTOP;
HEAPF32[$0>>2] = 0.0;
$1 = ((($0)) + 4|0);
HEAPF32[$1>>2] = 0.0;
$2 = ((($0)) + 8|0);
HEAPF32[$2>>2] = 0.0;
return;
}
function _VectorLength($0) {
$0 = $0|0;
var $1 = 0.0, $10 = 0.0, $11 = 0.0, $2 = 0.0, $3 = 0, $4 = 0.0, $5 = 0.0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
@ -7289,13 +7339,6 @@ function _VectorTransform($0,$1) {
HEAPF32[$5>>2] = $47;
return;
}
function _VectorZero($0) {
$0 = $0|0;
var label = 0, sp = 0;
sp = STACKTOP;
;HEAP32[$0>>2]=0|0;HEAP32[$0+4>>2]=0|0;HEAP32[$0+8>>2]=0|0;
return;
}
function _MatrixTranspose($0) {
$0 = $0|0;
var $1 = 0, $10 = 0, $11 = 0, $12 = 0, $13 = 0, $14 = 0, $15 = 0, $16 = 0, $17 = 0, $18 = 0, $19 = 0, $2 = 0, $20 = 0, $21 = 0, $22 = 0, $23 = 0, $24 = 0, $3 = 0, $4 = 0, $5 = 0;
@ -8246,45 +8289,6 @@ function _ProcessGestureEvent($0) {
}
}
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, $sqrtf = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$1>>2];
$3 = +HEAPF32[$0>>2];
$4 = $2 - $3;
$5 = ((($1)) + 4|0);
$6 = +HEAPF32[$5>>2];
$7 = ((($0)) + 4|0);
$8 = +HEAPF32[$7>>2];
$9 = $6 - $8;
$10 = $4 * $4;
$11 = $9 * $9;
$12 = $10 + $11;
$sqrtf = (+Math_sqrt((+$12)));
return (+$sqrtf);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _UpdateGestures() {
var $$off = 0, $0 = 0, $1 = 0, $2 = 0, $3 = 0, $4 = 0, $5 = 0, $6 = 0, $7 = 0, $8 = 0, $or$cond3 = 0, label = 0, sp = 0;
sp = STACKTOP;

View file

@ -7327,6 +7327,56 @@ function _UpdateDrawFrame() {
_EndDrawing();
STACKTOP = sp;return;
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $13 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0.0, $8 = 0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$0>>2];
$3 = +HEAPF32[$1>>2];
$4 = $2 - $3;
$5 = $4 * $4;
$6 = ((($0)) + 4|0);
$7 = +HEAPF32[$6>>2];
$8 = ((($1)) + 4|0);
$9 = +HEAPF32[$8>>2];
$10 = $7 - $9;
$11 = $10 * $10;
$12 = $5 + $11;
$13 = (+Math_sqrt((+$12)));
return (+$13);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _VectorZero($0) {
$0 = $0|0;
var $1 = 0, $2 = 0, label = 0, sp = 0;
sp = STACKTOP;
HEAPF32[$0>>2] = 0.0;
$1 = ((($0)) + 4|0);
HEAPF32[$1>>2] = 0.0;
$2 = ((($0)) + 8|0);
HEAPF32[$2>>2] = 0.0;
return;
}
function _VectorTransform($0,$1) {
$0 = $0|0;
$1 = $1|0;
@ -7385,13 +7435,6 @@ function _VectorTransform($0,$1) {
HEAPF32[$5>>2] = $47;
return;
}
function _VectorZero($0) {
$0 = $0|0;
var label = 0, sp = 0;
sp = STACKTOP;
;HEAP32[$0>>2]=0|0;HEAP32[$0+4>>2]=0|0;HEAP32[$0+8>>2]=0|0;
return;
}
function _MatrixTranspose($0) {
$0 = $0|0;
var $1 = 0, $10 = 0, $11 = 0, $12 = 0, $13 = 0, $14 = 0, $15 = 0, $16 = 0, $17 = 0, $18 = 0, $19 = 0, $2 = 0, $20 = 0, $21 = 0, $22 = 0, $23 = 0, $24 = 0, $3 = 0, $4 = 0, $5 = 0;
@ -8126,45 +8169,6 @@ function _ProcessGestureEvent($0) {
}
}
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, $sqrtf = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$1>>2];
$3 = +HEAPF32[$0>>2];
$4 = $2 - $3;
$5 = ((($1)) + 4|0);
$6 = +HEAPF32[$5>>2];
$7 = ((($0)) + 4|0);
$8 = +HEAPF32[$7>>2];
$9 = $6 - $8;
$10 = $4 * $4;
$11 = $9 * $9;
$12 = $10 + $11;
$sqrtf = (+Math_sqrt((+$12)));
return (+$sqrtf);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _UpdateGestures() {
var $$off = 0, $0 = 0, $1 = 0, $2 = 0, $3 = 0, $4 = 0, $5 = 0, $6 = 0, $7 = 0, $8 = 0, $or$cond3 = 0, label = 0, sp = 0;
sp = STACKTOP;

View file

@ -7477,6 +7477,56 @@ function _UpdateDrawFrame() {
_EndDrawing();
STACKTOP = sp;return;
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $13 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0.0, $8 = 0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$0>>2];
$3 = +HEAPF32[$1>>2];
$4 = $2 - $3;
$5 = $4 * $4;
$6 = ((($0)) + 4|0);
$7 = +HEAPF32[$6>>2];
$8 = ((($1)) + 4|0);
$9 = +HEAPF32[$8>>2];
$10 = $7 - $9;
$11 = $10 * $10;
$12 = $5 + $11;
$13 = (+Math_sqrt((+$12)));
return (+$13);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _VectorZero($0) {
$0 = $0|0;
var $1 = 0, $2 = 0, label = 0, sp = 0;
sp = STACKTOP;
HEAPF32[$0>>2] = 0.0;
$1 = ((($0)) + 4|0);
HEAPF32[$1>>2] = 0.0;
$2 = ((($0)) + 8|0);
HEAPF32[$2>>2] = 0.0;
return;
}
function _VectorLength($0) {
$0 = $0|0;
var $1 = 0.0, $10 = 0.0, $11 = 0.0, $2 = 0.0, $3 = 0, $4 = 0.0, $5 = 0.0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
@ -7576,13 +7626,6 @@ function _VectorTransform($0,$1) {
HEAPF32[$5>>2] = $47;
return;
}
function _VectorZero($0) {
$0 = $0|0;
var label = 0, sp = 0;
sp = STACKTOP;
;HEAP32[$0>>2]=0|0;HEAP32[$0+4>>2]=0|0;HEAP32[$0+8>>2]=0|0;
return;
}
function _MatrixTranspose($0) {
$0 = $0|0;
var $1 = 0, $10 = 0, $11 = 0, $12 = 0, $13 = 0, $14 = 0, $15 = 0, $16 = 0, $17 = 0, $18 = 0, $19 = 0, $2 = 0, $20 = 0, $21 = 0, $22 = 0, $23 = 0, $24 = 0, $3 = 0, $4 = 0, $5 = 0;
@ -8533,45 +8576,6 @@ function _ProcessGestureEvent($0) {
}
}
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, $sqrtf = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$1>>2];
$3 = +HEAPF32[$0>>2];
$4 = $2 - $3;
$5 = ((($1)) + 4|0);
$6 = +HEAPF32[$5>>2];
$7 = ((($0)) + 4|0);
$8 = +HEAPF32[$7>>2];
$9 = $6 - $8;
$10 = $4 * $4;
$11 = $9 * $9;
$12 = $10 + $11;
$sqrtf = (+Math_sqrt((+$12)));
return (+$sqrtf);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _UpdateGestures() {
var $$off = 0, $0 = 0, $1 = 0, $2 = 0, $3 = 0, $4 = 0, $5 = 0, $6 = 0, $7 = 0, $8 = 0, $or$cond3 = 0, label = 0, sp = 0;
sp = STACKTOP;

File diff suppressed because one or more lines are too long

View file

@ -7244,6 +7244,56 @@ function _UpdateDrawFrame() {
_EndDrawing();
STACKTOP = sp;return;
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $13 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0.0, $8 = 0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$0>>2];
$3 = +HEAPF32[$1>>2];
$4 = $2 - $3;
$5 = $4 * $4;
$6 = ((($0)) + 4|0);
$7 = +HEAPF32[$6>>2];
$8 = ((($1)) + 4|0);
$9 = +HEAPF32[$8>>2];
$10 = $7 - $9;
$11 = $10 * $10;
$12 = $5 + $11;
$13 = (+Math_sqrt((+$12)));
return (+$13);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _VectorZero($0) {
$0 = $0|0;
var $1 = 0, $2 = 0, label = 0, sp = 0;
sp = STACKTOP;
HEAPF32[$0>>2] = 0.0;
$1 = ((($0)) + 4|0);
HEAPF32[$1>>2] = 0.0;
$2 = ((($0)) + 8|0);
HEAPF32[$2>>2] = 0.0;
return;
}
function _VectorLength($0) {
$0 = $0|0;
var $1 = 0.0, $10 = 0.0, $11 = 0.0, $2 = 0.0, $3 = 0, $4 = 0.0, $5 = 0.0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
@ -7343,13 +7393,6 @@ function _VectorTransform($0,$1) {
HEAPF32[$5>>2] = $47;
return;
}
function _VectorZero($0) {
$0 = $0|0;
var label = 0, sp = 0;
sp = STACKTOP;
;HEAP32[$0>>2]=0|0;HEAP32[$0+4>>2]=0|0;HEAP32[$0+8>>2]=0|0;
return;
}
function _MatrixTranspose($0) {
$0 = $0|0;
var $1 = 0, $10 = 0, $11 = 0, $12 = 0, $13 = 0, $14 = 0, $15 = 0, $16 = 0, $17 = 0, $18 = 0, $19 = 0, $2 = 0, $20 = 0, $21 = 0, $22 = 0, $23 = 0, $24 = 0, $3 = 0, $4 = 0, $5 = 0;
@ -8300,45 +8343,6 @@ function _ProcessGestureEvent($0) {
}
}
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, $sqrtf = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$1>>2];
$3 = +HEAPF32[$0>>2];
$4 = $2 - $3;
$5 = ((($1)) + 4|0);
$6 = +HEAPF32[$5>>2];
$7 = ((($0)) + 4|0);
$8 = +HEAPF32[$7>>2];
$9 = $6 - $8;
$10 = $4 * $4;
$11 = $9 * $9;
$12 = $10 + $11;
$sqrtf = (+Math_sqrt((+$12)));
return (+$sqrtf);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _UpdateGestures() {
var $$off = 0, $0 = 0, $1 = 0, $2 = 0, $3 = 0, $4 = 0, $5 = 0, $6 = 0, $7 = 0, $8 = 0, $or$cond3 = 0, label = 0, sp = 0;
sp = STACKTOP;

View file

@ -7235,6 +7235,56 @@ function _UpdateDrawFrame() {
_EndDrawing();
STACKTOP = sp;return;
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $13 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0.0, $8 = 0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$0>>2];
$3 = +HEAPF32[$1>>2];
$4 = $2 - $3;
$5 = $4 * $4;
$6 = ((($0)) + 4|0);
$7 = +HEAPF32[$6>>2];
$8 = ((($1)) + 4|0);
$9 = +HEAPF32[$8>>2];
$10 = $7 - $9;
$11 = $10 * $10;
$12 = $5 + $11;
$13 = (+Math_sqrt((+$12)));
return (+$13);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _VectorZero($0) {
$0 = $0|0;
var $1 = 0, $2 = 0, label = 0, sp = 0;
sp = STACKTOP;
HEAPF32[$0>>2] = 0.0;
$1 = ((($0)) + 4|0);
HEAPF32[$1>>2] = 0.0;
$2 = ((($0)) + 8|0);
HEAPF32[$2>>2] = 0.0;
return;
}
function _VectorLength($0) {
$0 = $0|0;
var $1 = 0.0, $10 = 0.0, $11 = 0.0, $2 = 0.0, $3 = 0, $4 = 0.0, $5 = 0.0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
@ -7334,13 +7384,6 @@ function _VectorTransform($0,$1) {
HEAPF32[$5>>2] = $47;
return;
}
function _VectorZero($0) {
$0 = $0|0;
var label = 0, sp = 0;
sp = STACKTOP;
;HEAP32[$0>>2]=0|0;HEAP32[$0+4>>2]=0|0;HEAP32[$0+8>>2]=0|0;
return;
}
function _MatrixTranspose($0) {
$0 = $0|0;
var $1 = 0, $10 = 0, $11 = 0, $12 = 0, $13 = 0, $14 = 0, $15 = 0, $16 = 0, $17 = 0, $18 = 0, $19 = 0, $2 = 0, $20 = 0, $21 = 0, $22 = 0, $23 = 0, $24 = 0, $3 = 0, $4 = 0, $5 = 0;
@ -8291,45 +8334,6 @@ function _ProcessGestureEvent($0) {
}
}
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, $sqrtf = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$1>>2];
$3 = +HEAPF32[$0>>2];
$4 = $2 - $3;
$5 = ((($1)) + 4|0);
$6 = +HEAPF32[$5>>2];
$7 = ((($0)) + 4|0);
$8 = +HEAPF32[$7>>2];
$9 = $6 - $8;
$10 = $4 * $4;
$11 = $9 * $9;
$12 = $10 + $11;
$sqrtf = (+Math_sqrt((+$12)));
return (+$sqrtf);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _UpdateGestures() {
var $$off = 0, $0 = 0, $1 = 0, $2 = 0, $3 = 0, $4 = 0, $5 = 0, $6 = 0, $7 = 0, $8 = 0, $or$cond3 = 0, label = 0, sp = 0;
sp = STACKTOP;

View file

@ -7229,6 +7229,56 @@ function _UpdateDrawFrame() {
_EndDrawing();
STACKTOP = sp;return;
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $13 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0.0, $8 = 0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$0>>2];
$3 = +HEAPF32[$1>>2];
$4 = $2 - $3;
$5 = $4 * $4;
$6 = ((($0)) + 4|0);
$7 = +HEAPF32[$6>>2];
$8 = ((($1)) + 4|0);
$9 = +HEAPF32[$8>>2];
$10 = $7 - $9;
$11 = $10 * $10;
$12 = $5 + $11;
$13 = (+Math_sqrt((+$12)));
return (+$13);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _VectorZero($0) {
$0 = $0|0;
var $1 = 0, $2 = 0, label = 0, sp = 0;
sp = STACKTOP;
HEAPF32[$0>>2] = 0.0;
$1 = ((($0)) + 4|0);
HEAPF32[$1>>2] = 0.0;
$2 = ((($0)) + 8|0);
HEAPF32[$2>>2] = 0.0;
return;
}
function _VectorLength($0) {
$0 = $0|0;
var $1 = 0.0, $10 = 0.0, $11 = 0.0, $2 = 0.0, $3 = 0, $4 = 0.0, $5 = 0.0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
@ -7328,13 +7378,6 @@ function _VectorTransform($0,$1) {
HEAPF32[$5>>2] = $47;
return;
}
function _VectorZero($0) {
$0 = $0|0;
var label = 0, sp = 0;
sp = STACKTOP;
;HEAP32[$0>>2]=0|0;HEAP32[$0+4>>2]=0|0;HEAP32[$0+8>>2]=0|0;
return;
}
function _MatrixTranspose($0) {
$0 = $0|0;
var $1 = 0, $10 = 0, $11 = 0, $12 = 0, $13 = 0, $14 = 0, $15 = 0, $16 = 0, $17 = 0, $18 = 0, $19 = 0, $2 = 0, $20 = 0, $21 = 0, $22 = 0, $23 = 0, $24 = 0, $3 = 0, $4 = 0, $5 = 0;
@ -8285,45 +8328,6 @@ function _ProcessGestureEvent($0) {
}
}
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, $sqrtf = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$1>>2];
$3 = +HEAPF32[$0>>2];
$4 = $2 - $3;
$5 = ((($1)) + 4|0);
$6 = +HEAPF32[$5>>2];
$7 = ((($0)) + 4|0);
$8 = +HEAPF32[$7>>2];
$9 = $6 - $8;
$10 = $4 * $4;
$11 = $9 * $9;
$12 = $10 + $11;
$sqrtf = (+Math_sqrt((+$12)));
return (+$sqrtf);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _UpdateGestures() {
var $$off = 0, $0 = 0, $1 = 0, $2 = 0, $3 = 0, $4 = 0, $5 = 0, $6 = 0, $7 = 0, $8 = 0, $or$cond3 = 0, label = 0, sp = 0;
sp = STACKTOP;

View file

@ -7223,6 +7223,56 @@ function _UpdateDrawFrame() {
_EndDrawing();
STACKTOP = sp;return;
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $13 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0.0, $8 = 0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$0>>2];
$3 = +HEAPF32[$1>>2];
$4 = $2 - $3;
$5 = $4 * $4;
$6 = ((($0)) + 4|0);
$7 = +HEAPF32[$6>>2];
$8 = ((($1)) + 4|0);
$9 = +HEAPF32[$8>>2];
$10 = $7 - $9;
$11 = $10 * $10;
$12 = $5 + $11;
$13 = (+Math_sqrt((+$12)));
return (+$13);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _VectorZero($0) {
$0 = $0|0;
var $1 = 0, $2 = 0, label = 0, sp = 0;
sp = STACKTOP;
HEAPF32[$0>>2] = 0.0;
$1 = ((($0)) + 4|0);
HEAPF32[$1>>2] = 0.0;
$2 = ((($0)) + 8|0);
HEAPF32[$2>>2] = 0.0;
return;
}
function _VectorLength($0) {
$0 = $0|0;
var $1 = 0.0, $10 = 0.0, $11 = 0.0, $2 = 0.0, $3 = 0, $4 = 0.0, $5 = 0.0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
@ -7322,13 +7372,6 @@ function _VectorTransform($0,$1) {
HEAPF32[$5>>2] = $47;
return;
}
function _VectorZero($0) {
$0 = $0|0;
var label = 0, sp = 0;
sp = STACKTOP;
;HEAP32[$0>>2]=0|0;HEAP32[$0+4>>2]=0|0;HEAP32[$0+8>>2]=0|0;
return;
}
function _MatrixTranspose($0) {
$0 = $0|0;
var $1 = 0, $10 = 0, $11 = 0, $12 = 0, $13 = 0, $14 = 0, $15 = 0, $16 = 0, $17 = 0, $18 = 0, $19 = 0, $2 = 0, $20 = 0, $21 = 0, $22 = 0, $23 = 0, $24 = 0, $3 = 0, $4 = 0, $5 = 0;
@ -8279,45 +8322,6 @@ function _ProcessGestureEvent($0) {
}
}
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, $sqrtf = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$1>>2];
$3 = +HEAPF32[$0>>2];
$4 = $2 - $3;
$5 = ((($1)) + 4|0);
$6 = +HEAPF32[$5>>2];
$7 = ((($0)) + 4|0);
$8 = +HEAPF32[$7>>2];
$9 = $6 - $8;
$10 = $4 * $4;
$11 = $9 * $9;
$12 = $10 + $11;
$sqrtf = (+Math_sqrt((+$12)));
return (+$sqrtf);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _UpdateGestures() {
var $$off = 0, $0 = 0, $1 = 0, $2 = 0, $3 = 0, $4 = 0, $5 = 0, $6 = 0, $7 = 0, $8 = 0, $or$cond3 = 0, label = 0, sp = 0;
sp = STACKTOP;

View file

@ -7391,30 +7391,80 @@ function _UpdateDrawFrame() {
_EndDrawing();
STACKTOP = sp;return;
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $13 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0.0, $8 = 0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$0>>2];
$3 = +HEAPF32[$1>>2];
$4 = $2 - $3;
$5 = $4 * $4;
$6 = ((($0)) + 4|0);
$7 = +HEAPF32[$6>>2];
$8 = ((($1)) + 4|0);
$9 = +HEAPF32[$8>>2];
$10 = $7 - $9;
$11 = $10 * $10;
$12 = $5 + $11;
$13 = (+Math_sqrt((+$12)));
return (+$13);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _VectorZero($0) {
$0 = $0|0;
var $1 = 0, $2 = 0, label = 0, sp = 0;
sp = STACKTOP;
HEAPF32[$0>>2] = 0.0;
$1 = ((($0)) + 4|0);
HEAPF32[$1>>2] = 0.0;
$2 = ((($0)) + 8|0);
HEAPF32[$2>>2] = 0.0;
return;
}
function _VectorSubtract($0,$1,$2) {
$0 = $0|0;
$1 = $1|0;
$2 = $2|0;
var $$sroa$4$0$$sroa_idx2 = 0, $$sroa$5$0$$sroa_idx4 = 0, $10 = 0.0, $11 = 0, $12 = 0.0, $13 = 0, $14 = 0.0, $15 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0.0, $8 = 0, $9 = 0.0, label = 0, sp = 0;
var $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0, $14 = 0.0, $15 = 0, $16 = 0.0, $17 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0, $8 = 0.0, $9 = 0, label = 0, sp = 0;
sp = STACKTOP;
$3 = +HEAPF32[$1>>2];
$4 = +HEAPF32[$2>>2];
$5 = $3 - $4;
$6 = ((($1)) + 4|0);
$7 = +HEAPF32[$6>>2];
$8 = ((($2)) + 4|0);
$9 = +HEAPF32[$8>>2];
$10 = $7 - $9;
$11 = ((($1)) + 8|0);
$12 = +HEAPF32[$11>>2];
$13 = ((($2)) + 8|0);
$14 = +HEAPF32[$13>>2];
$15 = $12 - $14;
HEAPF32[$0>>2] = $5;
$$sroa$4$0$$sroa_idx2 = ((($0)) + 4|0);
HEAPF32[$$sroa$4$0$$sroa_idx2>>2] = $10;
$$sroa$5$0$$sroa_idx4 = ((($0)) + 8|0);
HEAPF32[$$sroa$5$0$$sroa_idx4>>2] = $15;
$6 = ((($0)) + 4|0);
$7 = ((($1)) + 4|0);
$8 = +HEAPF32[$7>>2];
$9 = ((($2)) + 4|0);
$10 = +HEAPF32[$9>>2];
$11 = $8 - $10;
HEAPF32[$6>>2] = $11;
$12 = ((($0)) + 8|0);
$13 = ((($1)) + 8|0);
$14 = +HEAPF32[$13>>2];
$15 = ((($2)) + 8|0);
$16 = +HEAPF32[$15>>2];
$17 = $14 - $16;
HEAPF32[$12>>2] = $17;
return;
}
function _VectorCrossProduct($0,$1,$2) {
@ -7549,13 +7599,6 @@ function _VectorTransform($0,$1) {
HEAPF32[$5>>2] = $47;
return;
}
function _VectorZero($0) {
$0 = $0|0;
var label = 0, sp = 0;
sp = STACKTOP;
;HEAP32[$0>>2]=0|0;HEAP32[$0+4>>2]=0|0;HEAP32[$0+8>>2]=0|0;
return;
}
function _MatrixTranspose($0) {
$0 = $0|0;
var $1 = 0, $10 = 0, $11 = 0, $12 = 0, $13 = 0, $14 = 0, $15 = 0, $16 = 0, $17 = 0, $18 = 0, $19 = 0, $2 = 0, $20 = 0, $21 = 0, $22 = 0, $23 = 0, $24 = 0, $3 = 0, $4 = 0, $5 = 0;
@ -8696,45 +8739,6 @@ function _ProcessGestureEvent($0) {
}
}
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, $sqrtf = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$1>>2];
$3 = +HEAPF32[$0>>2];
$4 = $2 - $3;
$5 = ((($1)) + 4|0);
$6 = +HEAPF32[$5>>2];
$7 = ((($0)) + 4|0);
$8 = +HEAPF32[$7>>2];
$9 = $6 - $8;
$10 = $4 * $4;
$11 = $9 * $9;
$12 = $10 + $11;
$sqrtf = (+Math_sqrt((+$12)));
return (+$sqrtf);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _UpdateGestures() {
var $$off = 0, $0 = 0, $1 = 0, $2 = 0, $3 = 0, $4 = 0, $5 = 0, $6 = 0, $7 = 0, $8 = 0, $or$cond3 = 0, label = 0, sp = 0;
sp = STACKTOP;

View file

@ -7287,30 +7287,80 @@ function _UpdateDrawFrame() {
_EndDrawing();
STACKTOP = sp;return;
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $13 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0.0, $8 = 0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$0>>2];
$3 = +HEAPF32[$1>>2];
$4 = $2 - $3;
$5 = $4 * $4;
$6 = ((($0)) + 4|0);
$7 = +HEAPF32[$6>>2];
$8 = ((($1)) + 4|0);
$9 = +HEAPF32[$8>>2];
$10 = $7 - $9;
$11 = $10 * $10;
$12 = $5 + $11;
$13 = (+Math_sqrt((+$12)));
return (+$13);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _VectorZero($0) {
$0 = $0|0;
var $1 = 0, $2 = 0, label = 0, sp = 0;
sp = STACKTOP;
HEAPF32[$0>>2] = 0.0;
$1 = ((($0)) + 4|0);
HEAPF32[$1>>2] = 0.0;
$2 = ((($0)) + 8|0);
HEAPF32[$2>>2] = 0.0;
return;
}
function _VectorSubtract($0,$1,$2) {
$0 = $0|0;
$1 = $1|0;
$2 = $2|0;
var $$sroa$4$0$$sroa_idx2 = 0, $$sroa$5$0$$sroa_idx4 = 0, $10 = 0.0, $11 = 0, $12 = 0.0, $13 = 0, $14 = 0.0, $15 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0.0, $8 = 0, $9 = 0.0, label = 0, sp = 0;
var $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0, $14 = 0.0, $15 = 0, $16 = 0.0, $17 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0, $8 = 0.0, $9 = 0, label = 0, sp = 0;
sp = STACKTOP;
$3 = +HEAPF32[$1>>2];
$4 = +HEAPF32[$2>>2];
$5 = $3 - $4;
$6 = ((($1)) + 4|0);
$7 = +HEAPF32[$6>>2];
$8 = ((($2)) + 4|0);
$9 = +HEAPF32[$8>>2];
$10 = $7 - $9;
$11 = ((($1)) + 8|0);
$12 = +HEAPF32[$11>>2];
$13 = ((($2)) + 8|0);
$14 = +HEAPF32[$13>>2];
$15 = $12 - $14;
HEAPF32[$0>>2] = $5;
$$sroa$4$0$$sroa_idx2 = ((($0)) + 4|0);
HEAPF32[$$sroa$4$0$$sroa_idx2>>2] = $10;
$$sroa$5$0$$sroa_idx4 = ((($0)) + 8|0);
HEAPF32[$$sroa$5$0$$sroa_idx4>>2] = $15;
$6 = ((($0)) + 4|0);
$7 = ((($1)) + 4|0);
$8 = +HEAPF32[$7>>2];
$9 = ((($2)) + 4|0);
$10 = +HEAPF32[$9>>2];
$11 = $8 - $10;
HEAPF32[$6>>2] = $11;
$12 = ((($0)) + 8|0);
$13 = ((($1)) + 8|0);
$14 = +HEAPF32[$13>>2];
$15 = ((($2)) + 8|0);
$16 = +HEAPF32[$15>>2];
$17 = $14 - $16;
HEAPF32[$12>>2] = $17;
return;
}
function _VectorCrossProduct($0,$1,$2) {
@ -7445,13 +7495,6 @@ function _VectorTransform($0,$1) {
HEAPF32[$5>>2] = $47;
return;
}
function _VectorZero($0) {
$0 = $0|0;
var label = 0, sp = 0;
sp = STACKTOP;
;HEAP32[$0>>2]=0|0;HEAP32[$0+4>>2]=0|0;HEAP32[$0+8>>2]=0|0;
return;
}
function _MatrixTranspose($0) {
$0 = $0|0;
var $1 = 0, $10 = 0, $11 = 0, $12 = 0, $13 = 0, $14 = 0, $15 = 0, $16 = 0, $17 = 0, $18 = 0, $19 = 0, $2 = 0, $20 = 0, $21 = 0, $22 = 0, $23 = 0, $24 = 0, $3 = 0, $4 = 0, $5 = 0;
@ -8672,45 +8715,6 @@ function _ProcessGestureEvent($0) {
}
}
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, $sqrtf = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$1>>2];
$3 = +HEAPF32[$0>>2];
$4 = $2 - $3;
$5 = ((($1)) + 4|0);
$6 = +HEAPF32[$5>>2];
$7 = ((($0)) + 4|0);
$8 = +HEAPF32[$7>>2];
$9 = $6 - $8;
$10 = $4 * $4;
$11 = $9 * $9;
$12 = $10 + $11;
$sqrtf = (+Math_sqrt((+$12)));
return (+$sqrtf);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _UpdateGestures() {
var $$off = 0, $0 = 0, $1 = 0, $2 = 0, $3 = 0, $4 = 0, $5 = 0, $6 = 0, $7 = 0, $8 = 0, $or$cond3 = 0, label = 0, sp = 0;
sp = STACKTOP;

View file

@ -1,209 +0,0 @@
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<html>
<head>
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<meta http-equiv="Content-Type" content="text/html; charset=UTF-8" />
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pre { width: 802px!important;}
pre code{ border: 1px solid; border-color:#b0b0b0; height:auto; }
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border:4px solid #898888; font-family: grixel_acme_7_wide_xtnd, Courier New, Verdana, Arial;}
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if ((name == "core/core_drop_files") ||
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else
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// #eximage filling code: canvas sample and image
$('#eximage').append(
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'</canvas>');
Module.canvas = document.getElementById('canvas');
Module.canvas.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false);
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<pre><code class="cpp"></code></pre>
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@ -29,10 +29,14 @@
PLATFORM ?= PLATFORM_DESKTOP
# define NO to use OpenAL Soft as static library (shared by default)
SHARED_OPENAL ?= NO
SHARED_OPENAL ?= YES
ifeq ($(PLATFORM),PLATFORM_WEB)
SHARED_OPENAL = NO
endif
# define raylib directory for include and library
RAYLIB_PATH = C:\GitHub\raylib
RAYLIB_PATH = D:\GitHub\raylib
# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
@ -77,7 +81,7 @@ endif
# -std=gnu99 defines C language mode (GNU C from 1999 revision)
# -fgnu89-inline declaring inline functions support (GCC optimized)
# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
# -D_DEFAULT_SOURCE use with -std=c99 on Linux to enable timespec and drflac
# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
CFLAGS = -O2 -s -Wall -std=c99
@ -90,11 +94,12 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
endif
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3 -s ASSERTIONS=1 --profiling
# -O2 # if used, also set --memory-init-file 0
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
#-s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
#-s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
CFLAGS = -O1 -Wall -std=c99 -D_DEFAULT_SOURCE -s USE_GLFW=3 -s ASSERTIONS=1 --profiling
# -O2 # if used, also set --memory-init-file 0
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
# -preload-file file.res # embbed file.res resource into .data file
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
CFLAGS = -O2 -s -Wall -std=gnu99 -fgnu89-inline
@ -236,28 +241,31 @@ EXAMPLES = \
shapes/shapes_basic_shapes \
shapes/shapes_colors_palette \
shapes/shapes_logo_raylib_anim \
shapes/shapes_lines_bezier \
textures/textures_logo_raylib \
textures/textures_image_loading \
textures/textures_rectangle \
textures/textures_srcrec_dstrec \
textures/textures_to_image \
textures/textures_raw_data \
textures/textures_particles_blending \
textures/textures_image_processing \
textures/textures_image_drawing \
text/text_sprite_fonts \
text/text_bmfont_ttf \
text/text_rbmf_fonts \
text/text_raylib_fonts \
text/text_format_text \
text/text_writing_anim \
text/text_ttf_loading \
text/text_bmfont_unordered \
text/text_input_box \
models/models_geometric_shapes \
models/models_box_collisions \
models/models_billboard \
models/models_obj_loading \
models/models_heightmap \
models/models_cubicmap \
models/models_ray_picking \
models/models_mesh_picking \
shaders/shaders_model_shader \
shaders/shaders_shapes_textures \
shaders/shaders_custom_uniform \
@ -266,6 +274,11 @@ EXAMPLES = \
audio/audio_music_stream \
audio/audio_module_playing \
audio/audio_raw_stream \
physac/physics_demo \
physac/physics_friction \
physac/physics_movement \
physac/physics_restitution \
physac/physics_shatter \
# typing 'make' will invoke the default target entry called 'all',
@ -372,6 +385,10 @@ shapes/shapes_colors_palette: shapes/shapes_colors_palette.c
# compile [shapes] example - raylib logo animation
shapes/shapes_logo_raylib_anim: shapes/shapes_logo_raylib_anim.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(WEB_SHELL)
# compile [shapes] example - lines bezier
shapes/shapes_lines_bezier: shapes/shapes_lines_bezier.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(WEB_SHELL)
# compile [textures] example - raylib logo texture loading
textures/textures_logo_raylib: textures/textures_logo_raylib.c
@ -399,7 +416,13 @@ textures/textures_to_image: textures/textures_to_image.c
# compile [textures] example - texture raw data
textures/textures_raw_data: textures/textures_raw_data.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(WEB_SHELL) \
--preload-file textures/resources/fudesumi.raw@resources/fudesumi.raw
# compile [textures] example - texture particles blending
textures/textures_particles_blending: textures/textures_particles_blending.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(WEB_SHELL) \
--preload-file textures/resources/smoke.png@resources/smoke.png
# compile [textures] example - texture image processing
textures/textures_image_processing: textures/textures_image_processing.c
@ -426,17 +449,17 @@ text/text_bmfont_ttf: text/text_bmfont_ttf.c
--preload-file text/resources/bmfont.png@resources/bmfont.png \
--preload-file text/resources/pixantiqua.ttf@resources/pixantiqua.ttf
# compile [text] example - raylib bitmap fonts (rBMF)
text/text_rbmf_fonts: text/text_rbmf_fonts.c
# compile [text] example - raylib fonts
text/text_raylib_fonts: text/text_raylib_fonts.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(WEB_SHELL) \
--preload-file text/resources/fonts/alagard.rbmf \
--preload-file text/resources/fonts/pixelplay.rbmf \
--preload-file text/resources/fonts/mecha.rbmf \
--preload-file text/resources/fonts/setback.rbmf \
--preload-file text/resources/fonts/romulus.rbmf \
--preload-file text/resources/fonts/pixantiqua.rbmf \
--preload-file text/resources/fonts/alpha_beta.rbmf \
--preload-file text/resources/fonts/jupiter_crash.rbmf
--preload-file text/resources/fonts/alagard.png@resources/fonts/alagard.png \
--preload-file text/resources/fonts/pixelplay.png@resources/fonts/pixelplay.png \
--preload-file text/resources/fonts/mecha.png@resources/fonts/mecha.png \
--preload-file text/resources/fonts/setback.png@resources/fonts/setback.png \
--preload-file text/resources/fonts/romulus.png@resources/fonts/romulus.png \
--preload-file text/resources/fonts/pixantiqua.png@resources/fonts/pixantiqua.png \
--preload-file text/resources/fonts/alpha_beta.png@resources/fonts/alpha_beta.png \
--preload-file text/resources/fonts/jupiter_crash.png@resources/fonts/jupiter_crash.png
# compile [text] example - text formatting
text/text_format_text: text/text_format_text.c
@ -457,6 +480,10 @@ text/text_bmfont_unordered: text/text_bmfont_unordered.c
--preload-file text/resources/pixantiqua.fnt@resources/pixantiqua.fnt \
--preload-file text/resources/pixantiqua_0.png@resources/pixantiqua_0.png
# compile [text] example - text input box
text/text_input_box: text/text_input_box.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(WEB_SHELL)
# compile [models] example - basic geometric 3d shapes
models/models_geometric_shapes: models/models_geometric_shapes.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(WEB_SHELL)
@ -491,8 +518,8 @@ models/models_cubicmap: models/models_cubicmap.c
--preload-file models/resources/cubicmap.png@resources/cubicmap.png \
--preload-file models/resources/cubicmap_atlas.png@resources/cubicmap_atlas.png
# compile [models] example - model ray picking
models/models_ray_picking: models/models_ray_picking.c
# compile [models] example - model mesh picking
models/models_mesh_picking: models/models_mesh_picking.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(WEB_SHELL) \
--preload-file models/resources/tower.obj@resources/tower.obj \
--preload-file models/resources/tower.png@resources/tower.png
@ -508,7 +535,7 @@ shaders/shaders_model_shader: shaders/shaders_model_shader.c
# compile [shaders] example - shapes texture shader
shaders/shaders_shapes_textures: shaders/shaders_shapes_textures.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(WEB_SHELL) \
--preload-file shaders/resources/sonic.png@resources/sonic.png \
--preload-file shaders/resources/fudesumi.png@resources/fudesumi.png \
--preload-file shaders/resources/shaders/glsl100/base.vs@resources/shaders/glsl100/base.vs \
--preload-file shaders/resources/shaders/glsl100/grayscale.fs@resources/shaders/glsl100/grayscale.fs
@ -529,26 +556,45 @@ shaders/shaders_postprocessing: shaders/shaders_postprocessing.c
--preload-file shaders/resources/shaders/glsl100/bloom.fs@resources/shaders/glsl100/bloom.fs
# compile [audio] example - sound loading and playing (WAV and OGG)
audio_sound_loading: audio_sound_loading.c
audio/audio_sound_loading: audio/audio_sound_loading.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(WEB_SHELL) \
--preload-file audio/resources/weird.wav@resources/weird.wav \
--preload-file audio/resources/tanatana.ogg@resources/tanatana.ogg
# compile [audio] example - music stream playing (OGG)
audio_music_stream: audio_music_stream.c
audio/audio_music_stream: audio/audio_music_stream.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(WEB_SHELL) \
--preload-file audio/resources/guitar_noodling.ogg@resources/guitar_noodling.ogg
# compile [audio] example - music stream playing (OGG)
audio_module_playing: audio_module_playing.c
# compile [audio] example - module playing (XM)
audio/audio_module_playing: audio/audio_module_playing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(WEB_SHELL) \
--preload-file audio/resources/mini1111.xm@resources/mini1111.xm
# compile [audio] example - music stream playing (OGG)
audio_raw_stream: audio_raw_stream.c
# compile [audio] example - raw audio streaming
audio/audio_raw_stream: audio/audio_raw_stream.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(WEB_SHELL) -s ALLOW_MEMORY_GROWTH=1
# compile [physac] example - physics demo
physac/physics_demo: physac/physics_demo.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -static -lpthread -D$(PLATFORM) $(WINFLAGS) $(WEB_SHELL)
# compile [physac] example - physics friction
physac/physics_friction: physac/physics_friction.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -static -lpthread -D$(PLATFORM) $(WINFLAGS) $(WEB_SHELL)
# compile [physac] example - physics movement
physac/physics_movement: physac/physics_movement.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -static -lpthread -D$(PLATFORM) $(WINFLAGS) $(WEB_SHELL)
# compile [physac] example - physics restitution
physac/physics_restitution: physac/physics_restitution.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -static -lpthread -D$(PLATFORM) $(WINFLAGS) $(WEB_SHELL)
# compile [physac] example - physics shatter
physac/physics_shatter: physac/physics_shatter.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -static -lpthread -D$(PLATFORM) $(WINFLAGS) $(WEB_SHELL)
# fix dylib install path name for each executable (MAC)
fix_dylib:
ifeq ($(PLATFORM_OS),OSX)
@ -565,7 +611,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
else
del *.o *.exe
del *.o *.exe /s
endif
endif
endif
@ -574,6 +620,7 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
rm -f *.o
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
del *.o *.html *.js
# TODO: Remove all generated files in all folders... avoid deleting loader.html!
del *.o *.html *.js *.data
endif
@echo Cleaning done

File diff suppressed because one or more lines are too long

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@ -7406,30 +7406,80 @@ function _UpdateDrawFrame() {
_EndDrawing();
STACKTOP = sp;return;
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $13 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0.0, $8 = 0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$0>>2];
$3 = +HEAPF32[$1>>2];
$4 = $2 - $3;
$5 = $4 * $4;
$6 = ((($0)) + 4|0);
$7 = +HEAPF32[$6>>2];
$8 = ((($1)) + 4|0);
$9 = +HEAPF32[$8>>2];
$10 = $7 - $9;
$11 = $10 * $10;
$12 = $5 + $11;
$13 = (+Math_sqrt((+$12)));
return (+$13);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _VectorZero($0) {
$0 = $0|0;
var $1 = 0, $2 = 0, label = 0, sp = 0;
sp = STACKTOP;
HEAPF32[$0>>2] = 0.0;
$1 = ((($0)) + 4|0);
HEAPF32[$1>>2] = 0.0;
$2 = ((($0)) + 8|0);
HEAPF32[$2>>2] = 0.0;
return;
}
function _VectorSubtract($0,$1,$2) {
$0 = $0|0;
$1 = $1|0;
$2 = $2|0;
var $$sroa$4$0$$sroa_idx2 = 0, $$sroa$5$0$$sroa_idx4 = 0, $10 = 0.0, $11 = 0, $12 = 0.0, $13 = 0, $14 = 0.0, $15 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0.0, $8 = 0, $9 = 0.0, label = 0, sp = 0;
var $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0, $14 = 0.0, $15 = 0, $16 = 0.0, $17 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0, $8 = 0.0, $9 = 0, label = 0, sp = 0;
sp = STACKTOP;
$3 = +HEAPF32[$1>>2];
$4 = +HEAPF32[$2>>2];
$5 = $3 - $4;
$6 = ((($1)) + 4|0);
$7 = +HEAPF32[$6>>2];
$8 = ((($2)) + 4|0);
$9 = +HEAPF32[$8>>2];
$10 = $7 - $9;
$11 = ((($1)) + 8|0);
$12 = +HEAPF32[$11>>2];
$13 = ((($2)) + 8|0);
$14 = +HEAPF32[$13>>2];
$15 = $12 - $14;
HEAPF32[$0>>2] = $5;
$$sroa$4$0$$sroa_idx2 = ((($0)) + 4|0);
HEAPF32[$$sroa$4$0$$sroa_idx2>>2] = $10;
$$sroa$5$0$$sroa_idx4 = ((($0)) + 8|0);
HEAPF32[$$sroa$5$0$$sroa_idx4>>2] = $15;
$6 = ((($0)) + 4|0);
$7 = ((($1)) + 4|0);
$8 = +HEAPF32[$7>>2];
$9 = ((($2)) + 4|0);
$10 = +HEAPF32[$9>>2];
$11 = $8 - $10;
HEAPF32[$6>>2] = $11;
$12 = ((($0)) + 8|0);
$13 = ((($1)) + 8|0);
$14 = +HEAPF32[$13>>2];
$15 = ((($2)) + 8|0);
$16 = +HEAPF32[$15>>2];
$17 = $14 - $16;
HEAPF32[$12>>2] = $17;
return;
}
function _VectorCrossProduct($0,$1,$2) {
@ -7564,13 +7614,6 @@ function _VectorTransform($0,$1) {
HEAPF32[$5>>2] = $47;
return;
}
function _VectorZero($0) {
$0 = $0|0;
var label = 0, sp = 0;
sp = STACKTOP;
;HEAP32[$0>>2]=0|0;HEAP32[$0+4>>2]=0|0;HEAP32[$0+8>>2]=0|0;
return;
}
function _MatrixTranspose($0) {
$0 = $0|0;
var $1 = 0, $10 = 0, $11 = 0, $12 = 0, $13 = 0, $14 = 0, $15 = 0, $16 = 0, $17 = 0, $18 = 0, $19 = 0, $2 = 0, $20 = 0, $21 = 0, $22 = 0, $23 = 0, $24 = 0, $3 = 0, $4 = 0, $5 = 0;
@ -8693,45 +8736,6 @@ function _ProcessGestureEvent($0) {
}
}
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, $sqrtf = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$1>>2];
$3 = +HEAPF32[$0>>2];
$4 = $2 - $3;
$5 = ((($1)) + 4|0);
$6 = +HEAPF32[$5>>2];
$7 = ((($0)) + 4|0);
$8 = +HEAPF32[$7>>2];
$9 = $6 - $8;
$10 = $4 * $4;
$11 = $9 * $9;
$12 = $10 + $11;
$sqrtf = (+Math_sqrt((+$12)));
return (+$sqrtf);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _UpdateGestures() {
var $$off = 0, $0 = 0, $1 = 0, $2 = 0, $3 = 0, $4 = 0, $5 = 0, $6 = 0, $7 = 0, $8 = 0, $or$cond3 = 0, label = 0, sp = 0;
sp = STACKTOP;

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@ -7360,30 +7360,80 @@ function _UpdateDrawFrame() {
_EndDrawing();
STACKTOP = sp;return;
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $13 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0.0, $8 = 0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$0>>2];
$3 = +HEAPF32[$1>>2];
$4 = $2 - $3;
$5 = $4 * $4;
$6 = ((($0)) + 4|0);
$7 = +HEAPF32[$6>>2];
$8 = ((($1)) + 4|0);
$9 = +HEAPF32[$8>>2];
$10 = $7 - $9;
$11 = $10 * $10;
$12 = $5 + $11;
$13 = (+Math_sqrt((+$12)));
return (+$13);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _VectorZero($0) {
$0 = $0|0;
var $1 = 0, $2 = 0, label = 0, sp = 0;
sp = STACKTOP;
HEAPF32[$0>>2] = 0.0;
$1 = ((($0)) + 4|0);
HEAPF32[$1>>2] = 0.0;
$2 = ((($0)) + 8|0);
HEAPF32[$2>>2] = 0.0;
return;
}
function _VectorSubtract($0,$1,$2) {
$0 = $0|0;
$1 = $1|0;
$2 = $2|0;
var $$sroa$4$0$$sroa_idx2 = 0, $$sroa$5$0$$sroa_idx4 = 0, $10 = 0.0, $11 = 0, $12 = 0.0, $13 = 0, $14 = 0.0, $15 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0.0, $8 = 0, $9 = 0.0, label = 0, sp = 0;
var $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0, $14 = 0.0, $15 = 0, $16 = 0.0, $17 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0, $8 = 0.0, $9 = 0, label = 0, sp = 0;
sp = STACKTOP;
$3 = +HEAPF32[$1>>2];
$4 = +HEAPF32[$2>>2];
$5 = $3 - $4;
$6 = ((($1)) + 4|0);
$7 = +HEAPF32[$6>>2];
$8 = ((($2)) + 4|0);
$9 = +HEAPF32[$8>>2];
$10 = $7 - $9;
$11 = ((($1)) + 8|0);
$12 = +HEAPF32[$11>>2];
$13 = ((($2)) + 8|0);
$14 = +HEAPF32[$13>>2];
$15 = $12 - $14;
HEAPF32[$0>>2] = $5;
$$sroa$4$0$$sroa_idx2 = ((($0)) + 4|0);
HEAPF32[$$sroa$4$0$$sroa_idx2>>2] = $10;
$$sroa$5$0$$sroa_idx4 = ((($0)) + 8|0);
HEAPF32[$$sroa$5$0$$sroa_idx4>>2] = $15;
$6 = ((($0)) + 4|0);
$7 = ((($1)) + 4|0);
$8 = +HEAPF32[$7>>2];
$9 = ((($2)) + 4|0);
$10 = +HEAPF32[$9>>2];
$11 = $8 - $10;
HEAPF32[$6>>2] = $11;
$12 = ((($0)) + 8|0);
$13 = ((($1)) + 8|0);
$14 = +HEAPF32[$13>>2];
$15 = ((($2)) + 8|0);
$16 = +HEAPF32[$15>>2];
$17 = $14 - $16;
HEAPF32[$12>>2] = $17;
return;
}
function _VectorCrossProduct($0,$1,$2) {
@ -7518,13 +7568,6 @@ function _VectorTransform($0,$1) {
HEAPF32[$5>>2] = $47;
return;
}
function _VectorZero($0) {
$0 = $0|0;
var label = 0, sp = 0;
sp = STACKTOP;
;HEAP32[$0>>2]=0|0;HEAP32[$0+4>>2]=0|0;HEAP32[$0+8>>2]=0|0;
return;
}
function _MatrixTranspose($0) {
$0 = $0|0;
var $1 = 0, $10 = 0, $11 = 0, $12 = 0, $13 = 0, $14 = 0, $15 = 0, $16 = 0, $17 = 0, $18 = 0, $19 = 0, $2 = 0, $20 = 0, $21 = 0, $22 = 0, $23 = 0, $24 = 0, $3 = 0, $4 = 0, $5 = 0;
@ -8647,45 +8690,6 @@ function _ProcessGestureEvent($0) {
}
}
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, $sqrtf = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$1>>2];
$3 = +HEAPF32[$0>>2];
$4 = $2 - $3;
$5 = ((($1)) + 4|0);
$6 = +HEAPF32[$5>>2];
$7 = ((($0)) + 4|0);
$8 = +HEAPF32[$7>>2];
$9 = $6 - $8;
$10 = $4 * $4;
$11 = $9 * $9;
$12 = $10 + $11;
$sqrtf = (+Math_sqrt((+$12)));
return (+$sqrtf);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _UpdateGestures() {
var $$off = 0, $0 = 0, $1 = 0, $2 = 0, $3 = 0, $4 = 0, $5 = 0, $6 = 0, $7 = 0, $8 = 0, $or$cond3 = 0, label = 0, sp = 0;
sp = STACKTOP;

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [models] example - Ray picking in 3d mode, ground plane, triangle, mesh
* raylib [models] example - Mesh picking in 3d mode, ground plane, triangle, mesh
*
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
@ -13,8 +13,7 @@
#include "raylib.h"
#include "raymath.h"
#include <stdio.h>
#include <float.h>
#define FLT_MAX 3.40282347E+38F // Maximum value of a float, defined in <float.h>
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
@ -63,7 +62,7 @@ int main()
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - 3d ray picking");
InitWindow(screenWidth, screenHeight, "raylib [models] example - 3d mesh picking");
// Define the camera to look into our 3d world
camera.position = (Vector3){ 10.0f, 8.0f, 10.0f }; // Camera position
@ -144,7 +143,7 @@ void UpdateDrawFrame(void)
cursorColor = PURPLE;
hitObjectName = "Triangle";
bary = Barycenter(nearestHit.hitPosition, ta, tb, tc);
bary = VectorBarycenter(nearestHit.hitPosition, ta, tb, tc);
hitTriangle = true;
}
else hitTriangle = false;

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@ -18,9 +18,6 @@
#include "raylib.h"
#include <stdio.h>
#include <stdlib.h>
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
@ -31,7 +28,7 @@
int screenWidth = 800;
int screenHeight = 450;
Texture2D sonic;
Texture2D fudesumi;
Shader shader;
//----------------------------------------------------------------------------------
@ -48,7 +45,7 @@ int main()
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders");
sonic = LoadTexture("resources/texture_formats/sonic.png");
fudesumi = LoadTexture("resources/fudesumi.png");
// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
shader = LoadShader("resources/shaders/glsl100/base.vs",
@ -71,10 +68,10 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(sonic); // Unload texture
UnloadShader(shader); // Unload shader
UnloadTexture(fudesumi); // Unload texture
CloseWindow(); // Close window and OpenGL context
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
@ -108,11 +105,11 @@ void UpdateDrawFrame(void)
// Activate our custom shader to be applied on next shapes/textures drawings
BeginShaderMode(shader);
DrawText("USING CUSTOM SHADER", 190, 40, 10, RED);
DrawText("USING CUSTOM SHADER", 190, 40, 10, RED);
DrawRectangle(250 - 60, 90, 120, 60, RED);
DrawRectangleGradient(250 - 90, 170, 180, 130, MAROON, GOLD);
DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE);
DrawRectangle(250 - 60, 90, 120, 60, RED);
DrawRectangleGradient(250 - 90, 170, 180, 130, MAROON, GOLD);
DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE);
// Activate our default shader for next drawings
EndShaderMode();
@ -132,7 +129,7 @@ void UpdateDrawFrame(void)
// Activate our custom shader to be applied on next shapes/textures drawings
BeginShaderMode(shader);
DrawTexture(sonic, 380, -10, WHITE); // Using custom shader
DrawTexture(fudesumi, 500, -30, WHITE); // Using custom shader
// Activate our default shader for next drawings
EndShaderMode();

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@ -21,7 +21,6 @@
int screenWidth = 800;
int screenHeight = 450;
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------

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@ -7404,6 +7404,56 @@ function _UpdateDrawFrame() {
_EndDrawing();
STACKTOP = sp;return;
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $13 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0.0, $8 = 0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$0>>2];
$3 = +HEAPF32[$1>>2];
$4 = $2 - $3;
$5 = $4 * $4;
$6 = ((($0)) + 4|0);
$7 = +HEAPF32[$6>>2];
$8 = ((($1)) + 4|0);
$9 = +HEAPF32[$8>>2];
$10 = $7 - $9;
$11 = $10 * $10;
$12 = $5 + $11;
$13 = (+Math_sqrt((+$12)));
return (+$13);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _VectorZero($0) {
$0 = $0|0;
var $1 = 0, $2 = 0, label = 0, sp = 0;
sp = STACKTOP;
HEAPF32[$0>>2] = 0.0;
$1 = ((($0)) + 4|0);
HEAPF32[$1>>2] = 0.0;
$2 = ((($0)) + 8|0);
HEAPF32[$2>>2] = 0.0;
return;
}
function _VectorLength($0) {
$0 = $0|0;
var $1 = 0.0, $10 = 0.0, $11 = 0.0, $2 = 0.0, $3 = 0, $4 = 0.0, $5 = 0.0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
@ -7503,13 +7553,6 @@ function _VectorTransform($0,$1) {
HEAPF32[$5>>2] = $47;
return;
}
function _VectorZero($0) {
$0 = $0|0;
var label = 0, sp = 0;
sp = STACKTOP;
;HEAP32[$0>>2]=0|0;HEAP32[$0+4>>2]=0|0;HEAP32[$0+8>>2]=0|0;
return;
}
function _MatrixTranspose($0) {
$0 = $0|0;
var $1 = 0, $10 = 0, $11 = 0, $12 = 0, $13 = 0, $14 = 0, $15 = 0, $16 = 0, $17 = 0, $18 = 0, $19 = 0, $2 = 0, $20 = 0, $21 = 0, $22 = 0, $23 = 0, $24 = 0, $3 = 0, $4 = 0, $5 = 0;
@ -8460,45 +8503,6 @@ function _ProcessGestureEvent($0) {
}
}
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, $sqrtf = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$1>>2];
$3 = +HEAPF32[$0>>2];
$4 = $2 - $3;
$5 = ((($1)) + 4|0);
$6 = +HEAPF32[$5>>2];
$7 = ((($0)) + 4|0);
$8 = +HEAPF32[$7>>2];
$9 = $6 - $8;
$10 = $4 * $4;
$11 = $9 * $9;
$12 = $10 + $11;
$sqrtf = (+Math_sqrt((+$12)));
return (+$sqrtf);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _UpdateGestures() {
var $$off = 0, $0 = 0, $1 = 0, $2 = 0, $3 = 0, $4 = 0, $5 = 0, $6 = 0, $7 = 0, $8 = 0, $or$cond3 = 0, label = 0, sp = 0;
sp = STACKTOP;

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@ -7618,6 +7618,56 @@ function _UpdateDrawFrame() {
_EndDrawing();
STACKTOP = sp;return;
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $13 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0.0, $8 = 0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$0>>2];
$3 = +HEAPF32[$1>>2];
$4 = $2 - $3;
$5 = $4 * $4;
$6 = ((($0)) + 4|0);
$7 = +HEAPF32[$6>>2];
$8 = ((($1)) + 4|0);
$9 = +HEAPF32[$8>>2];
$10 = $7 - $9;
$11 = $10 * $10;
$12 = $5 + $11;
$13 = (+Math_sqrt((+$12)));
return (+$13);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _VectorZero($0) {
$0 = $0|0;
var $1 = 0, $2 = 0, label = 0, sp = 0;
sp = STACKTOP;
HEAPF32[$0>>2] = 0.0;
$1 = ((($0)) + 4|0);
HEAPF32[$1>>2] = 0.0;
$2 = ((($0)) + 8|0);
HEAPF32[$2>>2] = 0.0;
return;
}
function _VectorLength($0) {
$0 = $0|0;
var $1 = 0.0, $10 = 0.0, $11 = 0.0, $2 = 0.0, $3 = 0, $4 = 0.0, $5 = 0.0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
@ -7717,13 +7767,6 @@ function _VectorTransform($0,$1) {
HEAPF32[$5>>2] = $47;
return;
}
function _VectorZero($0) {
$0 = $0|0;
var label = 0, sp = 0;
sp = STACKTOP;
;HEAP32[$0>>2]=0|0;HEAP32[$0+4>>2]=0|0;HEAP32[$0+8>>2]=0|0;
return;
}
function _MatrixTranspose($0) {
$0 = $0|0;
var $1 = 0, $10 = 0, $11 = 0, $12 = 0, $13 = 0, $14 = 0, $15 = 0, $16 = 0, $17 = 0, $18 = 0, $19 = 0, $2 = 0, $20 = 0, $21 = 0, $22 = 0, $23 = 0, $24 = 0, $3 = 0, $4 = 0, $5 = 0;
@ -8674,45 +8717,6 @@ function _ProcessGestureEvent($0) {
}
}
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, $sqrtf = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$1>>2];
$3 = +HEAPF32[$0>>2];
$4 = $2 - $3;
$5 = ((($1)) + 4|0);
$6 = +HEAPF32[$5>>2];
$7 = ((($0)) + 4|0);
$8 = +HEAPF32[$7>>2];
$9 = $6 - $8;
$10 = $4 * $4;
$11 = $9 * $9;
$12 = $10 + $11;
$sqrtf = (+Math_sqrt((+$12)));
return (+$sqrtf);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _UpdateGestures() {
var $$off = 0, $0 = 0, $1 = 0, $2 = 0, $3 = 0, $4 = 0, $5 = 0, $6 = 0, $7 = 0, $8 = 0, $or$cond3 = 0, label = 0, sp = 0;
sp = STACKTOP;

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@ -0,0 +1,88 @@
/*******************************************************************************************
*
* raylib [shapes] example - Cubic-bezier lines
*
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
Vector2 start = { 0, 0 };
Vector2 end = { 0, 0 };
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
// Main Enry Point
//----------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - cubic-bezier lines");
end = (Vector2){ screenWidth, screenHeight };
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
UpdateDrawFrame();
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void)
{
// Update
//----------------------------------------------------------------------------------
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) start = GetMousePosition();
else if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) end = GetMousePosition();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("USE MOUSE LEFT-RIGHT CLICK to DEFINE LINE START and END POINTS", 15, 20, 20, GRAY);
DrawLineBezier(start, end, 2.0f, RED);
EndDrawing();
//----------------------------------------------------------------------------------
}

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@ -7240,6 +7240,56 @@ function _UpdateDrawFrame() {
_EndDrawing();
STACKTOP = sp;return;
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $13 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0.0, $8 = 0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$0>>2];
$3 = +HEAPF32[$1>>2];
$4 = $2 - $3;
$5 = $4 * $4;
$6 = ((($0)) + 4|0);
$7 = +HEAPF32[$6>>2];
$8 = ((($1)) + 4|0);
$9 = +HEAPF32[$8>>2];
$10 = $7 - $9;
$11 = $10 * $10;
$12 = $5 + $11;
$13 = (+Math_sqrt((+$12)));
return (+$13);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _VectorZero($0) {
$0 = $0|0;
var $1 = 0, $2 = 0, label = 0, sp = 0;
sp = STACKTOP;
HEAPF32[$0>>2] = 0.0;
$1 = ((($0)) + 4|0);
HEAPF32[$1>>2] = 0.0;
$2 = ((($0)) + 8|0);
HEAPF32[$2>>2] = 0.0;
return;
}
function _VectorLength($0) {
$0 = $0|0;
var $1 = 0.0, $10 = 0.0, $11 = 0.0, $2 = 0.0, $3 = 0, $4 = 0.0, $5 = 0.0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
@ -7339,13 +7389,6 @@ function _VectorTransform($0,$1) {
HEAPF32[$5>>2] = $47;
return;
}
function _VectorZero($0) {
$0 = $0|0;
var label = 0, sp = 0;
sp = STACKTOP;
;HEAP32[$0>>2]=0|0;HEAP32[$0+4>>2]=0|0;HEAP32[$0+8>>2]=0|0;
return;
}
function _MatrixTranspose($0) {
$0 = $0|0;
var $1 = 0, $10 = 0, $11 = 0, $12 = 0, $13 = 0, $14 = 0, $15 = 0, $16 = 0, $17 = 0, $18 = 0, $19 = 0, $2 = 0, $20 = 0, $21 = 0, $22 = 0, $23 = 0, $24 = 0, $3 = 0, $4 = 0, $5 = 0;
@ -8296,45 +8339,6 @@ function _ProcessGestureEvent($0) {
}
}
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, $sqrtf = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$1>>2];
$3 = +HEAPF32[$0>>2];
$4 = $2 - $3;
$5 = ((($1)) + 4|0);
$6 = +HEAPF32[$5>>2];
$7 = ((($0)) + 4|0);
$8 = +HEAPF32[$7>>2];
$9 = $6 - $8;
$10 = $4 * $4;
$11 = $9 * $9;
$12 = $10 + $11;
$sqrtf = (+Math_sqrt((+$12)));
return (+$sqrtf);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _UpdateGestures() {
var $$off = 0, $0 = 0, $1 = 0, $2 = 0, $3 = 0, $4 = 0, $5 = 0, $6 = 0, $7 = 0, $8 = 0, $or$cond3 = 0, label = 0, sp = 0;
sp = STACKTOP;

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@ -7537,6 +7537,56 @@ function _UpdateDrawFrame() {
}
}
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $13 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0.0, $8 = 0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$0>>2];
$3 = +HEAPF32[$1>>2];
$4 = $2 - $3;
$5 = $4 * $4;
$6 = ((($0)) + 4|0);
$7 = +HEAPF32[$6>>2];
$8 = ((($1)) + 4|0);
$9 = +HEAPF32[$8>>2];
$10 = $7 - $9;
$11 = $10 * $10;
$12 = $5 + $11;
$13 = (+Math_sqrt((+$12)));
return (+$13);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _VectorZero($0) {
$0 = $0|0;
var $1 = 0, $2 = 0, label = 0, sp = 0;
sp = STACKTOP;
HEAPF32[$0>>2] = 0.0;
$1 = ((($0)) + 4|0);
HEAPF32[$1>>2] = 0.0;
$2 = ((($0)) + 8|0);
HEAPF32[$2>>2] = 0.0;
return;
}
function _VectorLength($0) {
$0 = $0|0;
var $1 = 0.0, $10 = 0.0, $11 = 0.0, $2 = 0.0, $3 = 0, $4 = 0.0, $5 = 0.0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
@ -7636,13 +7686,6 @@ function _VectorTransform($0,$1) {
HEAPF32[$5>>2] = $47;
return;
}
function _VectorZero($0) {
$0 = $0|0;
var label = 0, sp = 0;
sp = STACKTOP;
;HEAP32[$0>>2]=0|0;HEAP32[$0+4>>2]=0|0;HEAP32[$0+8>>2]=0|0;
return;
}
function _MatrixTranspose($0) {
$0 = $0|0;
var $1 = 0, $10 = 0, $11 = 0, $12 = 0, $13 = 0, $14 = 0, $15 = 0, $16 = 0, $17 = 0, $18 = 0, $19 = 0, $2 = 0, $20 = 0, $21 = 0, $22 = 0, $23 = 0, $24 = 0, $3 = 0, $4 = 0, $5 = 0;
@ -8593,45 +8636,6 @@ function _ProcessGestureEvent($0) {
}
}
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, $sqrtf = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$1>>2];
$3 = +HEAPF32[$0>>2];
$4 = $2 - $3;
$5 = ((($1)) + 4|0);
$6 = +HEAPF32[$5>>2];
$7 = ((($0)) + 4|0);
$8 = +HEAPF32[$7>>2];
$9 = $6 - $8;
$10 = $4 * $4;
$11 = $9 * $9;
$12 = $10 + $11;
$sqrtf = (+Math_sqrt((+$12)));
return (+$sqrtf);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _UpdateGestures() {
var $$off = 0, $0 = 0, $1 = 0, $2 = 0, $3 = 0, $4 = 0, $5 = 0, $6 = 0, $7 = 0, $8 = 0, $or$cond3 = 0, label = 0, sp = 0;
sp = STACKTOP;

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@ -7239,6 +7239,56 @@ function _UpdateDrawFrame() {
_EndDrawing();
STACKTOP = sp;return;
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $13 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0.0, $8 = 0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$0>>2];
$3 = +HEAPF32[$1>>2];
$4 = $2 - $3;
$5 = $4 * $4;
$6 = ((($0)) + 4|0);
$7 = +HEAPF32[$6>>2];
$8 = ((($1)) + 4|0);
$9 = +HEAPF32[$8>>2];
$10 = $7 - $9;
$11 = $10 * $10;
$12 = $5 + $11;
$13 = (+Math_sqrt((+$12)));
return (+$13);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _VectorZero($0) {
$0 = $0|0;
var $1 = 0, $2 = 0, label = 0, sp = 0;
sp = STACKTOP;
HEAPF32[$0>>2] = 0.0;
$1 = ((($0)) + 4|0);
HEAPF32[$1>>2] = 0.0;
$2 = ((($0)) + 8|0);
HEAPF32[$2>>2] = 0.0;
return;
}
function _VectorLength($0) {
$0 = $0|0;
var $1 = 0.0, $10 = 0.0, $11 = 0.0, $2 = 0.0, $3 = 0, $4 = 0.0, $5 = 0.0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
@ -7338,13 +7388,6 @@ function _VectorTransform($0,$1) {
HEAPF32[$5>>2] = $47;
return;
}
function _VectorZero($0) {
$0 = $0|0;
var label = 0, sp = 0;
sp = STACKTOP;
;HEAP32[$0>>2]=0|0;HEAP32[$0+4>>2]=0|0;HEAP32[$0+8>>2]=0|0;
return;
}
function _MatrixTranspose($0) {
$0 = $0|0;
var $1 = 0, $10 = 0, $11 = 0, $12 = 0, $13 = 0, $14 = 0, $15 = 0, $16 = 0, $17 = 0, $18 = 0, $19 = 0, $2 = 0, $20 = 0, $21 = 0, $22 = 0, $23 = 0, $24 = 0, $3 = 0, $4 = 0, $5 = 0;
@ -8295,45 +8338,6 @@ function _ProcessGestureEvent($0) {
}
}
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, $sqrtf = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$1>>2];
$3 = +HEAPF32[$0>>2];
$4 = $2 - $3;
$5 = ((($1)) + 4|0);
$6 = +HEAPF32[$5>>2];
$7 = ((($0)) + 4|0);
$8 = +HEAPF32[$7>>2];
$9 = $6 - $8;
$10 = $4 * $4;
$11 = $9 * $9;
$12 = $10 + $11;
$sqrtf = (+Math_sqrt((+$12)));
return (+$sqrtf);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _UpdateGestures() {
var $$off = 0, $0 = 0, $1 = 0, $2 = 0, $3 = 0, $4 = 0, $5 = 0, $6 = 0, $7 = 0, $8 = 0, $or$cond3 = 0, label = 0, sp = 0;
sp = STACKTOP;

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@ -0,0 +1,145 @@
/*******************************************************************************************
*
* raylib [text] example - Input Box
*
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_INPUT_CHARS 9
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
char name[MAX_INPUT_CHARS + 1] = "\0"; // NOTE: One extra space required for line ending char '\0'
int letterCount = 0;
Rectangle textBox;
bool mouseOnText = false;
int framesCounter = 0;
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
// Main Enry Point
//----------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [text] example - input box");
textBox = (Rectangle){ screenWidth/2 - 100, 180, 225, 50 };
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
UpdateDrawFrame();
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void)
{
// Update
//----------------------------------------------------------------------------------
if (CheckCollisionPointRec(GetMousePosition(), textBox)) mouseOnText = true;
else mouseOnText = false;
if (mouseOnText)
{
int key = GetKeyPressed();
// NOTE: Only allow keys in range [32..125]
if ((key >= 32) && (key <= 125) && (letterCount < MAX_INPUT_CHARS))
{
name[letterCount] = (char)key;
letterCount++;
}
if (key == KEY_BACKSPACE)
{
letterCount--;
name[letterCount] = '\0';
if (letterCount < 0) letterCount = 0;
}
}
if (mouseOnText) framesCounter++;
else framesCounter = 0;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("PLACE MOUSE OVER INPUT BOX!", 240, 140, 20, GRAY);
DrawRectangleRec(textBox, LIGHTGRAY);
if (mouseOnText) DrawRectangleLines(textBox.x, textBox.y, textBox.width, textBox.height, RED);
else DrawRectangleLines(textBox.x, textBox.y, textBox.width, textBox.height, DARKGRAY);
DrawText(name, textBox.x + 5, textBox.y + 8, 40, MAROON);
DrawText(FormatText("INPUT CHARS: %i/%i", letterCount, MAX_INPUT_CHARS), 315, 250, 20, DARKGRAY);
if (mouseOnText)
{
if (letterCount < MAX_INPUT_CHARS)
{
// Draw blinking underscore char
if (((framesCounter/20)%2) == 0) DrawText("_", textBox.x + 8 + MeasureText(name, 40), textBox.y + 12, 40, MAROON);
}
else DrawText("Press BACKSPACE to delete chars...", 230, 300, 20, GRAY);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// Check if any key is pressed
// NOTE: We limit keys check to keys between 32 (KEY_SPACE) and 126
bool IsAnyKeyPressed()
{
bool keyPressed = false;
int key = GetKeyPressed();
if ((key >= 32) && (key <= 126)) keyPressed = true;
return keyPressed;
}

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@ -15,15 +15,17 @@
#include <emscripten/emscripten.h>
#endif
#define MAX_FONTS 8
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SpriteFont fonts[8];
const int spacings[8] = { 2, 4, 8, 4, 3, 4, 4, 1 };
Vector2 positions[8];
SpriteFont fonts[MAX_FONTS];
const int spacings[MAX_FONTS] = { 2, 4, 8, 4, 3, 4, 4, 1 };
Vector2 positions[MAX_FONTS];
Color *colors;
const char (*messages)[64];
@ -40,13 +42,13 @@ int main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [text] example - rBMF fonts");
InitWindow(screenWidth, screenHeight, "raylib [text] example - raylib fonts");
Color tempColors[8] = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD };
Color tempColors[MAX_FONTS] = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, RED };
colors = tempColors;
const char tempMessages[8][64] = { "ALAGARD FONT designed by Hewett Tsoi",
const char tempMessages[MAX_FONTS][64] = { "ALAGARD FONT designed by Hewett Tsoi",
"PIXELPLAY FONT designed by Aleksander Shevchuk",
"MECHA FONT designed by Captain Falcon",
"SETBACK FONT designed by Brian Kent (AEnigma)",
@ -57,21 +59,26 @@ int main()
messages = tempMessages;
fonts[0] = LoadSpriteFont("resources/fonts/alagard.rbmf"); // rBMF font loading
fonts[1] = LoadSpriteFont("resources/fonts/pixelplay.rbmf"); // rBMF font loading
fonts[2] = LoadSpriteFont("resources/fonts/mecha.rbmf"); // rBMF font loading
fonts[3] = LoadSpriteFont("resources/fonts/setback.rbmf"); // rBMF font loading
fonts[4] = LoadSpriteFont("resources/fonts/romulus.rbmf"); // rBMF font loading
fonts[5] = LoadSpriteFont("resources/fonts/pixantiqua.rbmf"); // rBMF font loading
fonts[6] = LoadSpriteFont("resources/fonts/alpha_beta.rbmf"); // rBMF font loading
fonts[7] = LoadSpriteFont("resources/fonts/jupiter_crash.rbmf"); // rBMF font loading
for (int i = 0; i < 8; i++)
fonts[0] = LoadSpriteFont("resources/fonts/alagard.png");
fonts[1] = LoadSpriteFont("resources/fonts/pixelplay.png");
fonts[2] = LoadSpriteFont("resources/fonts/mecha.png");
fonts[3] = LoadSpriteFont("resources/fonts/setback.png");
fonts[4] = LoadSpriteFont("resources/fonts/romulus.png");
fonts[5] = LoadSpriteFont("resources/fonts/pixantiqua.png");
fonts[6] = LoadSpriteFont("resources/fonts/alpha_beta.png");
fonts[7] = LoadSpriteFont("resources/fonts/jupiter_crash.png");
for (int i = 0; i < MAX_FONTS; i++)
{
positions[i].x = screenWidth/2 - MeasureTextEx(fonts[i], messages[i], fonts[i].baseSize*2, spacings[i]).x/2;
positions[i].y = 60 + fonts[i].baseSize + 50*i;
positions[i].y = 60 + fonts[i].baseSize + 45*i;
}
// Small Y position corrections
positions[3].y += 8;
positions[4].y += 2;
positions[7].y -= 8;
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
@ -87,10 +94,10 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
for (int i = 0; i < 8; i++)
{
UnloadSpriteFont(fonts[i]); // SpriteFont unloading
}
// SpriteFont unloading
for (int i = 0; i < MAX_FONTS; i++) UnloadSpriteFont(fonts[i]);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

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@ -182,7 +182,7 @@ Module['FS_createPath']('/', 'resources', true, true);
}
}
loadPackage({"files": [{"audio": 0, "start": 0, "crunched": 0, "end": 79912, "filename": "/resources/KAISG.ttf"}], "remote_package_size": 79912, "package_uuid": "682ee35e-826e-46f0-90c7-9663eb9cfd52"});
loadPackage({"files": [{"audio": 0, "start": 0, "crunched": 0, "end": 79912, "filename": "/resources/KAISG.ttf"}], "remote_package_size": 79912, "package_uuid": "b9afee42-f4f0-4282-8b28-a9dc9ff86e8a"});
})();
@ -10845,6 +10845,56 @@ function _UpdateDrawFrame() {
}
}
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $13 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0.0, $8 = 0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$0>>2];
$3 = +HEAPF32[$1>>2];
$4 = $2 - $3;
$5 = $4 * $4;
$6 = ((($0)) + 4|0);
$7 = +HEAPF32[$6>>2];
$8 = ((($1)) + 4|0);
$9 = +HEAPF32[$8>>2];
$10 = $7 - $9;
$11 = $10 * $10;
$12 = $5 + $11;
$13 = (+Math_sqrt((+$12)));
return (+$13);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _VectorZero($0) {
$0 = $0|0;
var $1 = 0, $2 = 0, label = 0, sp = 0;
sp = STACKTOP;
HEAPF32[$0>>2] = 0.0;
$1 = ((($0)) + 4|0);
HEAPF32[$1>>2] = 0.0;
$2 = ((($0)) + 8|0);
HEAPF32[$2>>2] = 0.0;
return;
}
function _VectorLength($0) {
$0 = $0|0;
var $1 = 0.0, $10 = 0.0, $11 = 0.0, $2 = 0.0, $3 = 0, $4 = 0.0, $5 = 0.0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
@ -10944,13 +10994,6 @@ function _VectorTransform($0,$1) {
HEAPF32[$5>>2] = $47;
return;
}
function _VectorZero($0) {
$0 = $0|0;
var label = 0, sp = 0;
sp = STACKTOP;
;HEAP32[$0>>2]=0|0;HEAP32[$0+4>>2]=0|0;HEAP32[$0+8>>2]=0|0;
return;
}
function _MatrixTranspose($0) {
$0 = $0|0;
var $1 = 0, $10 = 0, $11 = 0, $12 = 0, $13 = 0, $14 = 0, $15 = 0, $16 = 0, $17 = 0, $18 = 0, $19 = 0, $2 = 0, $20 = 0, $21 = 0, $22 = 0, $23 = 0, $24 = 0, $3 = 0, $4 = 0, $5 = 0;
@ -11901,45 +11944,6 @@ function _ProcessGestureEvent($0) {
}
}
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, $sqrtf = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$1>>2];
$3 = +HEAPF32[$0>>2];
$4 = $2 - $3;
$5 = ((($1)) + 4|0);
$6 = +HEAPF32[$5>>2];
$7 = ((($0)) + 4|0);
$8 = +HEAPF32[$7>>2];
$9 = $6 - $8;
$10 = $4 * $4;
$11 = $9 * $9;
$12 = $10 + $11;
$sqrtf = (+Math_sqrt((+$12)));
return (+$sqrtf);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _UpdateGestures() {
var $$off = 0, $0 = 0, $1 = 0, $2 = 0, $3 = 0, $4 = 0, $5 = 0, $6 = 0, $7 = 0, $8 = 0, $or$cond3 = 0, label = 0, sp = 0;
sp = STACKTOP;
@ -17688,7 +17692,7 @@ function _stbtt_BakeFontBitmap_internal($0,$1,$2,$3,$4,$5,$6,$7) {
}
}
if ((label|0) == 8) {
___assert_fail((9328|0),(9338|0),3273,(9364|0));
___assert_fail((9328|0),(9338|0),3274,(9364|0));
// unreachable;
}
else if ((label|0) == 11) {
@ -17791,7 +17795,7 @@ function _stbtt_FindGlyphIndex($0,$1) {
break;
}
case 2: {
___assert_fail((9798|0),(9338|0),1346,(10140|0));
___assert_fail((9798|0),(9338|0),1347,(10140|0));
// unreachable;
break;
}
@ -17857,7 +17861,7 @@ function _stbtt_FindGlyphIndex($0,$1) {
$70 = $69&65535;
$71 = ($70|0)<($1|0);
if ($71) {
___assert_fail((10161|0),(9338|0),1382,(10140|0));
___assert_fail((10161|0),(9338|0),1383,(10140|0));
// unreachable;
}
$72 = ((($6)) + 14|0);
@ -17918,7 +17922,7 @@ function _stbtt_FindGlyphIndex($0,$1) {
$108 = $7 & -2;
$switch = ($108<<16>>16)==(12);
if (!($switch)) {
___assert_fail((9798|0),(9338|0),1417,(10140|0));
___assert_fail((9798|0),(9338|0),1418,(10140|0));
// unreachable;
}
$109 = ((($6)) + 12|0);
@ -18798,11 +18802,11 @@ function _stbtt__rasterize_sorted_edges($0,$1,$2,$3,$4) {
}
}
if ((label|0) == 11) {
___assert_fail((9394|0),(9338|0),2774,(9407|0));
___assert_fail((9394|0),(9338|0),2775,(9407|0));
// unreachable;
}
else if ((label|0) == 17) {
___assert_fail((9437|0),(9338|0),2787,(9407|0));
___assert_fail((9437|0),(9338|0),2788,(9407|0));
// unreachable;
}
}
@ -18847,7 +18851,7 @@ function _stbtt__new_active($0,$1,$2,$3) {
$14 = $8 / $13;
$15 = ($4|0)==(0|0);
if ($15) {
___assert_fail((9727|0),(9338|0),2373,(9743|0));
___assert_fail((9727|0),(9338|0),2374,(9743|0));
// unreachable;
} else {
$16 = ((($4)) + 8|0);
@ -19175,19 +19179,19 @@ function _stbtt__fill_active_edges_new($0,$1,$2,$3,$4) {
}
}
if ((label|0) == 4) {
___assert_fail((9457|0),(9338|0),2585,(9472|0));
___assert_fail((9457|0),(9338|0),2586,(9472|0));
// unreachable;
}
else if ((label|0) == 11) {
___assert_fail((9501|0),(9338|0),2604,(9472|0));
___assert_fail((9501|0),(9338|0),2605,(9472|0));
// unreachable;
}
else if ((label|0) == 17) {
___assert_fail((9537|0),(9338|0),2632,(9472|0));
___assert_fail((9537|0),(9338|0),2633,(9472|0));
// unreachable;
}
else if ((label|0) == 25) {
___assert_fail((9555|0),(9338|0),2669,(9472|0));
___assert_fail((9555|0),(9338|0),2670,(9472|0));
// unreachable;
}
else if ((label|0) == 42) {
@ -19236,7 +19240,7 @@ function _stbtt__handle_clipped_edge($0,$1,$2,$3,$4,$5,$6) {
}
$8 = $4 < $6;
if (!($8)) {
___assert_fail((9575|0),(9338|0),2543,(9583|0));
___assert_fail((9575|0),(9338|0),2544,(9583|0));
// unreachable;
}
$9 = ((($2)) + 20|0);
@ -19245,7 +19249,7 @@ function _stbtt__handle_clipped_edge($0,$1,$2,$3,$4,$5,$6) {
$12 = +HEAPF32[$11>>2];
$13 = !($10 <= $12);
if ($13) {
___assert_fail((9610|0),(9338|0),2544,(9583|0));
___assert_fail((9610|0),(9338|0),2545,(9583|0));
// unreachable;
}
$14 = $12 < $4;
@ -19287,7 +19291,7 @@ function _stbtt__handle_clipped_edge($0,$1,$2,$3,$4,$5,$6) {
if ($32) {
$35 = !($$077 <= $34);
if ($35) {
___assert_fail((9625|0),(9338|0),2557,(9583|0));
___assert_fail((9625|0),(9338|0),2558,(9583|0));
// unreachable;
}
} else {
@ -19297,7 +19301,7 @@ function _stbtt__handle_clipped_edge($0,$1,$2,$3,$4,$5,$6) {
if (!($37)) {
break;
}
___assert_fail((9635|0),(9338|0),2559,(9583|0));
___assert_fail((9635|0),(9338|0),2560,(9583|0));
// unreachable;
}
$38 = !($$079 <= $31);
@ -19306,7 +19310,7 @@ function _stbtt__handle_clipped_edge($0,$1,$2,$3,$4,$5,$6) {
if (!($39)) {
break;
}
___assert_fail((9643|0),(9338|0),2561,(9583|0));
___assert_fail((9643|0),(9338|0),2562,(9583|0));
// unreachable;
}
$40 = !($$079 >= $34);
@ -19317,14 +19321,14 @@ function _stbtt__handle_clipped_edge($0,$1,$2,$3,$4,$5,$6) {
if (!($or$cond80)) {
break;
}
___assert_fail((9661|0),(9338|0),2565,(9583|0));
___assert_fail((9661|0),(9338|0),2566,(9583|0));
// unreachable;
} else {
$41 = !($$077 >= $34);
if (!($41)) {
break;
}
___assert_fail((9651|0),(9338|0),2563,(9583|0));
___assert_fail((9651|0),(9338|0),2564,(9583|0));
// unreachable;
}
}
@ -19357,7 +19361,7 @@ function _stbtt__handle_clipped_edge($0,$1,$2,$3,$4,$5,$6) {
$58 = !($$077 <= $34);
$or$cond85 = $58 | $or$cond84;
if ($or$cond85) {
___assert_fail((9682|0),(9338|0),2572,(9583|0));
___assert_fail((9682|0),(9338|0),2573,(9583|0));
// unreachable;
}
$59 = ((($2)) + 16|0);
@ -19893,7 +19897,7 @@ function _stbtt__GetGlyfOffset($0,$1) {
$3 = HEAP32[$2>>2]|0;
$4 = ($3|0)==(0);
if (!($4)) {
___assert_fail((9761|0),(9338|0),1439,(9777|0));
___assert_fail((9761|0),(9338|0),1440,(9777|0));
// unreachable;
}
$5 = ((($0)) + 12|0);
@ -20840,7 +20844,7 @@ function _stbtt__cff_index_get($0,$1,$2) {
$7 = ($3|0)>($2|0);
$or$cond = $6 & $7;
if (!($or$cond)) {
___assert_fail((10003|0),(9338|0),1117,(10023|0));
___assert_fail((10003|0),(9338|0),1118,(10023|0));
// unreachable;
}
$$off = (($4) + -1)<<24>>24;
@ -20858,7 +20862,7 @@ function _stbtt__cff_index_get($0,$1,$2) {
_stbtt__buf_range($0,$1,$15,$16);
return;
} else {
___assert_fail((9920|0),(9338|0),1118,(10023|0));
___assert_fail((9920|0),(9338|0),1119,(10023|0));
// unreachable;
}
}
@ -21103,7 +21107,7 @@ function _stbtt__buf_get($0,$1) {
if ($2) {
$$01011 = 0;$$012 = 0;
} else {
___assert_fail((9815|0),(9338|0),1013,(9832|0));
___assert_fail((9815|0),(9338|0),1014,(9832|0));
// unreachable;
}
while(1) {
@ -21174,7 +21178,7 @@ function _stbtt__cff_int($0) {
break;
}
default: {
___assert_fail((9798|0),(9338|0),1063,(9800|0));
___assert_fail((9798|0),(9338|0),1064,(9800|0));
// unreachable;
}
}
@ -21345,7 +21349,7 @@ function _stbtt__new_buf($0,$1,$2) {
HEAP32[$$sroa$5$0$$sroa_idx4>>2] = $2;
return;
} else {
___assert_fail((9847|0),(9338|0),1022,(9865|0));
___assert_fail((9847|0),(9338|0),1023,(9865|0));
// unreachable;
}
}
@ -21360,7 +21364,7 @@ function _stbtt__buf_seek($0,$1) {
$5 = ($1|0)<(0);
$or$cond = $5 | $4;
if ($or$cond) {
___assert_fail((9880|0),(9338|0),1000,(9904|0));
___assert_fail((9880|0),(9338|0),1001,(9904|0));
// unreachable;
} else {
$6 = ((($0)) + 4|0);
@ -21505,7 +21509,7 @@ function _stbtt__cff_get_index($0,$1) {
$$off = (($6) + -1)<<24>>24;
$8 = ($$off&255)<(4);
if (!($8)) {
___assert_fail((9920|0),(9338|0),1048,(9949|0));
___assert_fail((9920|0),(9338|0),1049,(9949|0));
// unreachable;
}
$9 = Math_imul($7, $4)|0;
@ -21602,7 +21606,7 @@ function _stbtt__cff_skip_operand($0) {
$1 = (_stbtt__buf_peek8($0)|0);
$2 = ($1&255)>(27);
if (!($2)) {
___assert_fail((9970|0),(9338|0),1069,(9979|0));
___assert_fail((9970|0),(9338|0),1070,(9979|0));
// unreachable;
}
$3 = ($1<<24>>24)==(30);
@ -21929,7 +21933,7 @@ function _stbtt__GetGlyphShapeTT($0,$1,$2) {
$$4352 = 0;$$9 = 0;
break;
}
___assert_fail((9798|0),(9338|0),1723,(10117|0));
___assert_fail((9798|0),(9338|0),1724,(10117|0));
// unreachable;
}
$143 = ((($8)) + 10|0);
@ -22113,7 +22117,7 @@ function _stbtt__GetGlyphShapeTT($0,$1,$2) {
}
}
if ((label|0) == 42) {
___assert_fail((9798|0),(9338|0),1670,(10117|0));
___assert_fail((9798|0),(9338|0),1671,(10117|0));
// unreachable;
}
$249 = ($$0348453|0)==(0|0);
@ -22168,7 +22172,7 @@ function _stbtt__GetGlyphShapeT2($0,$1,$2) {
$$0 = $16;
STACKTOP = sp;return ($$0|0);
} else {
___assert_fail((10044|0),(9338|0),2113,(10094|0));
___assert_fail((10044|0),(9338|0),2114,(10094|0));
// unreachable;
}
}

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@ -7211,6 +7211,56 @@ function _UpdateDrawFrame() {
_EndDrawing();
STACKTOP = sp;return;
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $13 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0.0, $6 = 0, $7 = 0.0, $8 = 0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$0>>2];
$3 = +HEAPF32[$1>>2];
$4 = $2 - $3;
$5 = $4 * $4;
$6 = ((($0)) + 4|0);
$7 = +HEAPF32[$6>>2];
$8 = ((($1)) + 4|0);
$9 = +HEAPF32[$8>>2];
$10 = $7 - $9;
$11 = $10 * $10;
$12 = $5 + $11;
$13 = (+Math_sqrt((+$12)));
return (+$13);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _VectorZero($0) {
$0 = $0|0;
var $1 = 0, $2 = 0, label = 0, sp = 0;
sp = STACKTOP;
HEAPF32[$0>>2] = 0.0;
$1 = ((($0)) + 4|0);
HEAPF32[$1>>2] = 0.0;
$2 = ((($0)) + 8|0);
HEAPF32[$2>>2] = 0.0;
return;
}
function _VectorLength($0) {
$0 = $0|0;
var $1 = 0.0, $10 = 0.0, $11 = 0.0, $2 = 0.0, $3 = 0, $4 = 0.0, $5 = 0.0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
@ -7310,13 +7360,6 @@ function _VectorTransform($0,$1) {
HEAPF32[$5>>2] = $47;
return;
}
function _VectorZero($0) {
$0 = $0|0;
var label = 0, sp = 0;
sp = STACKTOP;
;HEAP32[$0>>2]=0|0;HEAP32[$0+4>>2]=0|0;HEAP32[$0+8>>2]=0|0;
return;
}
function _MatrixTranspose($0) {
$0 = $0|0;
var $1 = 0, $10 = 0, $11 = 0, $12 = 0, $13 = 0, $14 = 0, $15 = 0, $16 = 0, $17 = 0, $18 = 0, $19 = 0, $2 = 0, $20 = 0, $21 = 0, $22 = 0, $23 = 0, $24 = 0, $3 = 0, $4 = 0, $5 = 0;
@ -8267,45 +8310,6 @@ function _ProcessGestureEvent($0) {
}
}
}
function _Vector2Distance($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $10 = 0.0, $11 = 0.0, $12 = 0.0, $2 = 0.0, $3 = 0.0, $4 = 0.0, $5 = 0, $6 = 0.0, $7 = 0, $8 = 0.0, $9 = 0.0, $sqrtf = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = +HEAPF32[$1>>2];
$3 = +HEAPF32[$0>>2];
$4 = $2 - $3;
$5 = ((($1)) + 4|0);
$6 = +HEAPF32[$5>>2];
$7 = ((($0)) + 4|0);
$8 = +HEAPF32[$7>>2];
$9 = $6 - $8;
$10 = $4 * $4;
$11 = $9 * $9;
$12 = $10 + $11;
$sqrtf = (+Math_sqrt((+$12)));
return (+$sqrtf);
}
function _Vector2Angle($0,$1) {
$0 = $0|0;
$1 = $1|0;
var $$0 = 0.0, $10 = 0.0, $11 = 0.0, $12 = 0, $13 = 0.0, $2 = 0, $3 = 0.0, $4 = 0, $5 = 0.0, $6 = 0.0, $7 = 0.0, $8 = 0.0, $9 = 0.0, label = 0, sp = 0;
sp = STACKTOP;
$2 = ((($1)) + 4|0);
$3 = +HEAPF32[$2>>2];
$4 = ((($0)) + 4|0);
$5 = +HEAPF32[$4>>2];
$6 = $3 - $5;
$7 = +HEAPF32[$1>>2];
$8 = +HEAPF32[$0>>2];
$9 = $7 - $8;
$10 = (+Math_atan2((+$6),(+$9)));
$11 = $10 * 57.2957763671875;
$12 = $11 < 0.0;
$13 = $11 + 360.0;
$$0 = $12 ? $13 : $11;
return (+$$0);
}
function _UpdateGestures() {
var $$off = 0, $0 = 0, $1 = 0, $2 = 0, $3 = 0, $4 = 0, $5 = 0, $6 = 0, $7 = 0, $8 = 0, $or$cond3 = 0, label = 0, sp = 0;
sp = STACKTOP;

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