Adapted raymath as single header library
Added support for single header implementation and also inline functions support
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6 changed files with 282 additions and 198 deletions
45
src/core.c
45
src/core.c
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@ -38,9 +38,12 @@
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#include "raylib.h" // raylib main header
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#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
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#include "raymath.h" // Required for data type Matrix and Matrix functions
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#include "utils.h" // TraceLog() function
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// NOTE: Includes Android fopen map, InitAssetManager()
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#define RAYMATH_IMPLEMENTATION // Use raymath as a header-only library (includes implementation)
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#define RAYMATH_EXTERN_INLINE // Compile raymath functions as static inline (remember, it's a compiler hint)
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#include "raymath.h" // Required for Vector3 and Matrix functions
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#include <stdio.h> // Standard input / output lib
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#include <stdlib.h> // Declares malloc() and free() for memory management, rand(), atexit()
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@ -643,6 +646,46 @@ float *ColorToFloat(Color color)
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return buffer;
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}
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// Converts Vector3 to float array
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float *VectorToFloat(Vector3 vec)
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{
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static float buffer[3];
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buffer[0] = vec.x;
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buffer[1] = vec.y;
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buffer[2] = vec.z;
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return buffer;
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}
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// Converts Matrix to float array
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// NOTE: Returned vector is a transposed version of the Matrix struct,
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// it should be this way because, despite raymath use OpenGL column-major convention,
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// Matrix struct memory alignment and variables naming are not coherent
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float *MatrixToFloat(Matrix mat)
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{
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static float buffer[16];
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buffer[0] = mat.m0;
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buffer[1] = mat.m4;
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buffer[2] = mat.m8;
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buffer[3] = mat.m12;
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buffer[4] = mat.m1;
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buffer[5] = mat.m5;
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buffer[6] = mat.m9;
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buffer[7] = mat.m13;
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buffer[8] = mat.m2;
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buffer[9] = mat.m6;
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buffer[10] = mat.m10;
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buffer[11] = mat.m14;
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buffer[12] = mat.m3;
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buffer[13] = mat.m7;
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buffer[14] = mat.m11;
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buffer[15] = mat.m15;
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return buffer;
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}
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// Returns a Color struct from hexadecimal value
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Color GetColor(int hexValue)
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{
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