Adapted raymath as single header library

Added support for single header implementation and also inline functions
support
This commit is contained in:
raysan5 2016-01-20 18:20:05 +01:00
parent c8e8c0a002
commit efa1c96d19
6 changed files with 282 additions and 198 deletions

View file

@ -38,9 +38,12 @@
#include "raylib.h" // raylib main header
#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
#include "raymath.h" // Required for data type Matrix and Matrix functions
#include "utils.h" // TraceLog() function
// NOTE: Includes Android fopen map, InitAssetManager()
#define RAYMATH_IMPLEMENTATION // Use raymath as a header-only library (includes implementation)
#define RAYMATH_EXTERN_INLINE // Compile raymath functions as static inline (remember, it's a compiler hint)
#include "raymath.h" // Required for Vector3 and Matrix functions
#include <stdio.h> // Standard input / output lib
#include <stdlib.h> // Declares malloc() and free() for memory management, rand(), atexit()
@ -643,6 +646,46 @@ float *ColorToFloat(Color color)
return buffer;
}
// Converts Vector3 to float array
float *VectorToFloat(Vector3 vec)
{
static float buffer[3];
buffer[0] = vec.x;
buffer[1] = vec.y;
buffer[2] = vec.z;
return buffer;
}
// Converts Matrix to float array
// NOTE: Returned vector is a transposed version of the Matrix struct,
// it should be this way because, despite raymath use OpenGL column-major convention,
// Matrix struct memory alignment and variables naming are not coherent
float *MatrixToFloat(Matrix mat)
{
static float buffer[16];
buffer[0] = mat.m0;
buffer[1] = mat.m4;
buffer[2] = mat.m8;
buffer[3] = mat.m12;
buffer[4] = mat.m1;
buffer[5] = mat.m5;
buffer[6] = mat.m9;
buffer[7] = mat.m13;
buffer[8] = mat.m2;
buffer[9] = mat.m6;
buffer[10] = mat.m10;
buffer[11] = mat.m14;
buffer[12] = mat.m3;
buffer[13] = mat.m7;
buffer[14] = mat.m11;
buffer[15] = mat.m15;
return buffer;
}
// Returns a Color struct from hexadecimal value
Color GetColor(int hexValue)
{