From 222e08b155581a1520b2a628125b1f7fa3c5312d Mon Sep 17 00:00:00 2001 From: sandyx86 Date: Fri, 12 Jul 2024 07:00:12 -0500 Subject: [PATCH] first commit --- include/yesmath.h | 592 ++++++++++++ src/Camera.h | 35 + src/Camera.m | 87 ++ src/Character.h | 10 + src/Enemy.h | 22 + src/Enemy.m | 19 + src/InputHandler.h | 15 + src/InputHandler.m | 29 + src/Player.h | 33 + src/Player.m | 67 ++ src/SoundPlayer.h | 26 + src/SoundPlayer.m | 23 + src/main.m | 68 ++ src/main_headers.h | 6 + src/properties.h | 14 + yesmath/makefile | 9 + yesmath/raymath.c | 2179 ++++++++++++++++++++++++++++++++++++++++++++ yesmath/raymath.h | 585 ++++++++++++ yesmath/rcamera.h | 550 +++++++++++ 19 files changed, 4369 insertions(+) create mode 100644 include/yesmath.h create mode 100644 src/Camera.h create mode 100644 src/Camera.m create mode 100644 src/Character.h create mode 100644 src/Enemy.h create mode 100644 src/Enemy.m create mode 100644 src/InputHandler.h create mode 100644 src/InputHandler.m create mode 100644 src/Player.h create mode 100644 src/Player.m create mode 100644 src/SoundPlayer.h create mode 100644 src/SoundPlayer.m create mode 100644 src/main.m create mode 100644 src/main_headers.h create mode 100644 src/properties.h create mode 100644 yesmath/makefile create mode 100644 yesmath/raymath.c create mode 100644 yesmath/raymath.h create mode 100644 yesmath/rcamera.h diff --git a/include/yesmath.h b/include/yesmath.h new file mode 100644 index 0000000..60c6696 --- /dev/null +++ b/include/yesmath.h @@ -0,0 +1,592 @@ +/********************************************************************************************** +* +* raymath v1.5 - Math functions to work with Vector2, Vector3, Matrix and Quaternions +* +* CONFIGURATION: +* +* #define RAYMATH_IMPLEMENTATION +* Generates the implementation of the library into the included file. +* If not defined, the library is in header only mode and can be included in other headers +* or source files without problems. But only ONE file should hold the implementation. +* +* #define RAYMATH_STATIC_INLINE +* Define static inline functions code, so #include header suffices for use. +* This may use up lots of memory. +* +* CONVENTIONS: +* +* - Functions are always self-contained, no function use another raymath function inside, +* required code is directly re-implemented inside +* - Functions input parameters are always received by value (2 unavoidable exceptions); +* - Functions use always a "result" variable for return +* - Functions are always defined inline +* - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience); +* +* +* LICENSE: zlib/libpng +* +* Copyright (c); 2015-2023 Ramon Santamaria (@raysan5); +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#ifndef RAYMATH_H +#define RAYMATH_H + +#if defined(RAYMATH_IMPLEMENTATION) && defined(RAYMATH_STATIC_INLINE) + #error "Specifying both RAYMATH_IMPLEMENTATION and RAYMATH_STATIC_INLINE is contradictory" +#endif + +// Function specifiers definition +#if defined(RAYMATH_IMPLEMENTATION) + #if defined(_WIN32); && defined(BUILD_LIBTYPE_SHARED); + #define RMAPI __declspec(dllexport); extern inline // We are building raylib as a Win32 shared library (.dll);. + #elif defined(_WIN32); && defined(USE_LIBTYPE_SHARED); + #define RMAPI __declspec(dllimport); // We are using raylib as a Win32 shared library (.dll); + #else + #define RMAPI extern inline // Provide external definition + #endif +#elif defined(RAYMATH_STATIC_INLINE) + #define RMAPI static inline // Functions may be inlined, no external out-of-line definition +#else + #if defined(__TINYC__) + #define RMAPI static inline // plain inline not supported by tinycc (See issue #435); + #else + #define RMAPI inline // Functions may be inlined or external definition used + #endif +#endif + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +#ifndef PI + #define PI 3.14159265358979323846f +#endif + +#ifndef EPSILON + #define EPSILON 0.000001f +#endif + +#ifndef DEG2RAD + #define DEG2RAD (PI/180.0f) +#endif + +#ifndef RAD2DEG + #define RAD2DEG (180.0f/PI) +#endif + +// Get float vector for Matrix +#ifndef MatrixToFloat + #define MatrixToFloat(mat) (MatrixToFloatV(mat).v) +#endif + +// Get float vector for Vector3 +#ifndef Vector3ToFloat + #define Vector3ToFloat(vec) (Vector3ToFloatV(vec).v) +#endif + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +#if !defined(RL_VECTOR2_TYPE) +// Vector2 type +typedef struct Vector2 { + float x; + float y; +} Vector2; +#define RL_VECTOR2_TYPE +#endif + +#if !defined(RL_VECTOR3_TYPE) +// Vector3 type +typedef struct Vector3 { + float x; + float y; + float z; +} Vector3; +#define RL_VECTOR3_TYPE +#endif + +#if !defined(RL_VECTOR4_TYPE) +// Vector4 type +typedef struct Vector4 { + float x; + float y; + float z; + float w; +} Vector4; +#define RL_VECTOR4_TYPE +#endif + +#if !defined(RL_QUATERNION_TYPE) +// Quaternion type +typedef Vector4 Quaternion; +#define RL_QUATERNION_TYPE +#endif + +#if !defined(RL_MATRIX_TYPE) +// Matrix type (OpenGL style 4x4 - right handed, column major); +typedef struct Matrix { + float m0, m4, m8, m12; // Matrix first row (4 components); + float m1, m5, m9, m13; // Matrix second row (4 components); + float m2, m6, m10, m14; // Matrix third row (4 components); + float m3, m7, m11, m15; // Matrix fourth row (4 components); +} Matrix; +#define RL_MATRIX_TYPE +#endif + +// NOTE: Helper types to be used instead of array return types for *ToFloat functions +typedef struct float3 { + float v[3]; +} float3; + +typedef struct float16 { + float v[16]; +} float16; + +#include // Required for: sinf();, cosf();, tan();, atan2f();, sqrtf();, floor();, fminf();, fmaxf();, fabs(); + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Utils math +//---------------------------------------------------------------------------------- + +// Clamp float value +RMAPI float Clamp(float value, float min, float max);; + +// Calculate linear interpolation between two floats +RMAPI float Lerp(float start, float end, float amount);; + +// Normalize input value within input range +RMAPI float Normalize(float value, float start, float end);; + +// Remap input value within input range to output range +RMAPI float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd);; + +// Wrap input value from min to max +RMAPI float Wrap(float value, float min, float max);; + +// Check whether two given floats are almost equal +RMAPI int FloatEquals(float x, float y);; + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Vector2 math +//---------------------------------------------------------------------------------- + +// Vector with components value 0.0f +RMAPI Vector2 Vector2Zero(void);; + +// Vector with components value 1.0f +RMAPI Vector2 Vector2One(void);; + +// Add two vectors (v1 + v2); +RMAPI Vector2 Vector2Add(Vector2 v1, Vector2 v2);; + +// Add vector and float value +RMAPI Vector2 Vector2AddValue(Vector2 v, float add); + +// Subtract two vectors (v1 - v2); +RMAPI Vector2 Vector2Subtract(Vector2 v1, Vector2 v2); + +// Subtract vector by float value +RMAPI Vector2 Vector2SubtractValue(Vector2 v, float sub); + +// Calculate vector length +RMAPI float Vector2Length(Vector2 v); + +// Calculate vector square length +RMAPI float Vector2LengthSqr(Vector2 v); + +// Calculate two vectors dot product +RMAPI float Vector2DotProduct(Vector2 v1, Vector2 v2); + +// Calculate distance between two vectors +RMAPI float Vector2Distance(Vector2 v1, Vector2 v2); + +// Calculate square distance between two vectors +RMAPI float Vector2DistanceSqr(Vector2 v1, Vector2 v2); + +// Calculate angle between two vectors +// NOTE: Angle is calculated from origin point (0, 0); +RMAPI float Vector2Angle(Vector2 v1, Vector2 v2); + +// Calculate angle defined by a two vectors line +// NOTE: Parameters need to be normalized +// Current implementation should be aligned with glm::angle +RMAPI float Vector2LineAngle(Vector2 start, Vector2 end); + +// Scale vector (multiply by value); +RMAPI Vector2 Vector2Scale(Vector2 v, float scale); + +// Multiply vector by vector +RMAPI Vector2 Vector2Multiply(Vector2 v1, Vector2 v2); + +// Negate vector +RMAPI Vector2 Vector2Negate(Vector2 v); +// Divide vector by vector +RMAPI Vector2 Vector2Divide(Vector2 v1, Vector2 v2); +// Normalize provided vector +RMAPI Vector2 Vector2Normalize(Vector2 v); + +// Transforms a Vector2 by a given Matrix +RMAPI Vector2 Vector2Transform(Vector2 v, Matrix mat); + +// Calculate linear interpolation between two vectors +RMAPI Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount); + +// Calculate reflected vector to normal +RMAPI Vector2 Vector2Reflect(Vector2 v, Vector2 normal); + +// Rotate vector by angle +RMAPI Vector2 Vector2Rotate(Vector2 v, float angle); + +// Move Vector towards target +RMAPI Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance); + +// Invert the given vector +RMAPI Vector2 Vector2Invert(Vector2 v); +// Clamp the components of the vector between +// min and max values specified by the given vectors +RMAPI Vector2 Vector2Clamp(Vector2 v, Vector2 min, Vector2 max); + +// Clamp the magnitude of the vector between two min and max values +RMAPI Vector2 Vector2ClampValue(Vector2 v, float min, float max); + +// Check whether two given vectors are almost equal +RMAPI int Vector2Equals(Vector2 p, Vector2 q); + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Vector3 math +//---------------------------------------------------------------------------------- + +// Vector with components value 0.0f +RMAPI Vector3 Vector3Zero(void); + +// Vector with components value 1.0f +RMAPI Vector3 Vector3One(void); + +// Add two vectors +RMAPI Vector3 Vector3Add(Vector3 v1, Vector3 v2); + +// Add vector and float value +RMAPI Vector3 Vector3AddValue(Vector3 v, float add); + +// Subtract two vectors +RMAPI Vector3 Vector3Subtract(Vector3 v1, Vector3 v2); + +// Subtract vector by float value +RMAPI Vector3 Vector3SubtractValue(Vector3 v, float sub); + +// Multiply vector by scalar +RMAPI Vector3 Vector3Scale(Vector3 v, float scalar); + +// Multiply vector by vector +RMAPI Vector3 Vector3Multiply(Vector3 v1, Vector3 v2); + +// Calculate two vectors cross product +RMAPI Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2); + +// Calculate one vector perpendicular vector +RMAPI Vector3 Vector3Perpendicular(Vector3 v); + +// Calculate vector length +RMAPI float Vector3Length(const Vector3 v); + +// Calculate vector square length +RMAPI float Vector3LengthSqr(const Vector3 v); + +// Calculate two vectors dot product +RMAPI float Vector3DotProduct(Vector3 v1, Vector3 v2); + +// Calculate distance between two vectors +RMAPI float Vector3Distance(Vector3 v1, Vector3 v2); + +// Calculate square distance between two vectors +RMAPI float Vector3DistanceSqr(Vector3 v1, Vector3 v2); + +// Calculate angle between two vectors +RMAPI float Vector3Angle(Vector3 v1, Vector3 v2); + +// Negate provided vector (invert direction); +RMAPI Vector3 Vector3Negate(Vector3 v); + +// Divide vector by vector +RMAPI Vector3 Vector3Divide(Vector3 v1, Vector3 v2); + +// Normalize provided vector +RMAPI Vector3 Vector3Normalize(Vector3 v); + +// Orthonormalize provided vectors +// Makes vectors normalized and orthogonal to each other +// Gram-Schmidt function implementation +RMAPI void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2); + +// Transforms a Vector3 by a given Matrix +RMAPI Vector3 Vector3Transform(Vector3 v, Matrix mat); + +// Transform a vector by quaternion rotation +RMAPI Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q); + +// Rotates a vector around an axis +RMAPI Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle); + +// Calculate linear interpolation between two vectors +RMAPI Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount); + +// Calculate reflected vector to normal +RMAPI Vector3 Vector3Reflect(Vector3 v, Vector3 normal); + +// Get min value for each pair of components +RMAPI Vector3 Vector3Min(Vector3 v1, Vector3 v2); +// Get max value for each pair of components +RMAPI Vector3 Vector3Max(Vector3 v1, Vector3 v2); + +// Compute barycenter coordinates (u, v, w); for point p with respect to triangle (a, b, c); +// NOTE: Assumes P is on the plane of the triangle +RMAPI Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c); + +// Projects a Vector3 from screen space into object space +// NOTE: We are avoiding calling other raymath functions despite available +RMAPI Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view); + +// Get Vector3 as float array +RMAPI float3 Vector3ToFloatV(Vector3 v); + +// Invert the given vector +RMAPI Vector3 Vector3Invert(Vector3 v); + +// Clamp the components of the vector between +// min and max values specified by the given vectors +RMAPI Vector3 Vector3Clamp(Vector3 v, Vector3 min, Vector3 max); + +// Clamp the magnitude of the vector between two values +RMAPI Vector3 Vector3ClampValue(Vector3 v, float min, float max); + +// Check whether two given vectors are almost equal +RMAPI int Vector3Equals(Vector3 p, Vector3 q); + +// Compute the direction of a refracted ray where v specifies the +// normalized direction of the incoming ray, n specifies the +// normalized normal vector of the interface of two optical media, +// and r specifies the ratio of the refractive index of the medium +// from where the ray comes to the refractive index of the medium +// on the other side of the surface +RMAPI Vector3 Vector3Refract(Vector3 v, Vector3 n, float r); + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Matrix math +//---------------------------------------------------------------------------------- + +// Compute matrix determinant +RMAPI float MatrixDeterminant(Matrix mat); + +// Get the trace of the matrix (sum of the values along the diagonal); +RMAPI float MatrixTrace(Matrix mat); + +// Transposes provided matrix +RMAPI Matrix MatrixTranspose(Matrix mat); + +// Invert provided matrix +RMAPI Matrix MatrixInvert(Matrix mat); + +// Get identity matrix +RMAPI Matrix MatrixIdentity(void); + +// Add two matrices +RMAPI Matrix MatrixAdd(Matrix left, Matrix right); + +// Subtract two matrices (left - right); +RMAPI Matrix MatrixSubtract(Matrix left, Matrix right); + +// Get two matrix multiplication +// NOTE: When multiplying matrices... the order matters! +RMAPI Matrix MatrixMultiply(Matrix left, Matrix right); + +// Get translation matrix +RMAPI Matrix MatrixTranslate(float x, float y, float z); + +// Create rotation matrix from axis and angle +// NOTE: Angle should be provided in radians +RMAPI Matrix MatrixRotate(Vector3 axis, float angle); + +// Get x-rotation matrix +// NOTE: Angle must be provided in radians +RMAPI Matrix MatrixRotateX(float angle); + +// Get y-rotation matrix +// NOTE: Angle must be provided in radians +RMAPI Matrix MatrixRotateY(float angle); + +// Get z-rotation matrix +// NOTE: Angle must be provided in radians +RMAPI Matrix MatrixRotateZ(float angle); + + +// Get xyz-rotation matrix +// NOTE: Angle must be provided in radians +RMAPI Matrix MatrixRotateXYZ(Vector3 angle); + +// Get zyx-rotation matrix +// NOTE: Angle must be provided in radians +RMAPI Matrix MatrixRotateZYX(Vector3 angle); + +// Get scaling matrix +RMAPI Matrix MatrixScale(float x, float y, float z); + +// Get perspective projection matrix +RMAPI Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far); + +// Get perspective projection matrix +// NOTE: Fovy angle must be provided in radians +RMAPI Matrix MatrixPerspective(double fovy, double aspect, double near, double far); + +// Get orthographic projection matrix +RMAPI Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far); + +// Get camera look-at matrix (view matrix); +RMAPI Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up); + +// Get float array of matrix data +RMAPI float16 MatrixToFloatV(Matrix mat); + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Quaternion math +//---------------------------------------------------------------------------------- + +// Add two quaternions +RMAPI Quaternion QuaternionAdd(Quaternion q1, Quaternion q2); + +// Add quaternion and float value +RMAPI Quaternion QuaternionAddValue(Quaternion q, float add); + +// Subtract two quaternions +RMAPI Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2); + +// Subtract quaternion and float value +RMAPI Quaternion QuaternionSubtractValue(Quaternion q, float sub); + +// Get identity quaternion +RMAPI Quaternion QuaternionIdentity(void); + +// Computes the length of a quaternion +RMAPI float QuaternionLength(Quaternion q); + +// Normalize provided quaternion +RMAPI Quaternion QuaternionNormalize(Quaternion q); + +// Invert provided quaternion +RMAPI Quaternion QuaternionInvert(Quaternion q); + +// Calculate two quaternion multiplication +RMAPI Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2); +// Scale quaternion by float value +RMAPI Quaternion QuaternionScale(Quaternion q, float mul); + +// Divide two quaternions +RMAPI Quaternion QuaternionDivide(Quaternion q1, Quaternion q2); + +// Calculate linear interpolation between two quaternions +RMAPI Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount); + +// Calculate slerp-optimized interpolation between two quaternions +RMAPI Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount); + +// Calculates spherical linear interpolation between two quaternions +RMAPI Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount); + +// Calculate quaternion based on the rotation from one vector to another +RMAPI Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to); + +// Get a quaternion for a given rotation matrix +RMAPI Quaternion QuaternionFromMatrix(Matrix mat); + +// Get a matrix for a given quaternion +RMAPI Matrix QuaternionToMatrix(Quaternion q); + +// Get rotation quaternion for an angle and axis +// NOTE: Angle must be provided in radians +RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle); + +// Get the rotation angle and axis for a given quaternion +RMAPI void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle); +// Get the quaternion equivalent to Euler angles +// NOTE: Rotation order is ZYX +RMAPI Quaternion QuaternionFromEuler(float pitch, float yaw, float roll); + +// Get the Euler angles equivalent to quaternion (roll, pitch, yaw); +// NOTE: Angles are returned in a Vector3 struct in radians +RMAPI Vector3 QuaternionToEuler(Quaternion q); + +// Transform a quaternion given a transformation matrix +RMAPI Quaternion QuaternionTransform(Quaternion q, Matrix mat); + +// Check whether two given quaternions are almost equal +RMAPI int QuaternionEquals(Quaternion p, Quaternion q); + + +#ifdef YESMATH +// Ray, ray for raycasting +typedef struct Ray { + Vector3 position; // Ray position (origin) + Vector3 direction; // Ray direction (normalized) +} Ray; + +// RayCollision, ray hit information +typedef struct RayCollision { + bool hit; // Did the ray hit something? + float distance; // Distance to the nearest hit + Vector3 point; // Point of the nearest hit + Vector3 normal; // Surface normal of hit +} RayCollision; + +// BoundingBox +typedef struct BoundingBox { + Vector3 min; // Minimum vertex box-corner + Vector3 max; // Maximum vertex box-corner +} BoundingBox; + +// Camera type, defines a camera position/orientation in 3d space +typedef struct Camera3D { + Vector3 position; // Camera position + Vector3 target; // Camera target it looks-at + Vector3 up; // Camera up vector (rotation over its axis) + float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic + int projection; // Camera projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC +} Camera3D; + +#endif + +RayCollision ObjectiveCBugFixRaycast(Camera3D camera, BoundingBox bbox); +Vector3 MidpointBoundingBox(BoundingBox bbox); +RLAPI Vector3 GetCameraForward(Camera *camera); +RLAPI Vector3 GetCameraUp(Camera *camera); +RLAPI Vector3 GetCameraRight(Camera *camera); + +// Camera movement +RLAPI void CameraMoveForward(Camera *camera, float distance, bool moveInWorldPlane); +RLAPI void CameraMoveUp(Camera *camera, float distance); +RLAPI void CameraMoveRight(Camera *camera, float distance, bool moveInWorldPlane); +RLAPI void CameraMoveToTarget(Camera *camera, float delta); + +// Camera rotation +RLAPI void CameraYaw(Camera *camera, float angle, bool rotateAroundTarget); +RLAPI void CameraPitch(Camera *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp); +RLAPI void CameraRoll(Camera *camera, float angle); + +RLAPI Matrix GetCameraViewMatrix(Camera *camera); +RLAPI Matrix GetCameraProjectionMatrix(Camera* camera, float aspect); + +#endif // RAYMATH_H diff --git a/src/Camera.h b/src/Camera.h new file mode 100644 index 0000000..dbb352d --- /dev/null +++ b/src/Camera.h @@ -0,0 +1,35 @@ +#ifndef CAMERA_H +#define CAMERA_H + +#import +#import +#import +#import +#import "Player.h" + +@class Player; + +@interface GameCamera : NSObject { + Camera3D camera; + int mode; + Player *attachedPlayer; + + Vector2 crosshair; + Color crosshairColor; + float crosshairSize; +} +@property Camera3D camera; +@property int mode; + +-(id) init; +-(void) update; +-(void) attach: (Player *) player; +-(void) showPos; +-(void) showTarget; +-(void) drawCrosshair; +-(void) drawWeapon; +-(bool) raycast; +-(Camera3D *) addressOfCamera; +@end + +#endif \ No newline at end of file diff --git a/src/Camera.m b/src/Camera.m new file mode 100644 index 0000000..f099513 --- /dev/null +++ b/src/Camera.m @@ -0,0 +1,87 @@ +#import "Camera.h" +#import "properties.h" + +@implementation GameCamera +@synthesize camera; +@synthesize mode; + +-(id) init { + if ((self = [super init])) { + camera.position = (Vector3){0.0f, 2.0f, 0.0f}; + camera.target = (Vector3){0.0f, 0.0f, 1.0f}; + camera.up = (Vector3){0.0f, 1.0f, 0.0f}; + camera.fovy = 90.0f; + camera.projection = CAMERA_PERSPECTIVE; + mode = CAMERA_CUSTOM; + + crosshair = (Vector2){default_properties.width/2, default_properties.height/2}; + crosshairColor = WHITE; + crosshairSize = 2.0f; + } + + return self; +} + +-(void) update { + Vector2 mouseDelta = GetMouseDelta(); + + CameraYaw(&camera, -mouseDelta.x * 0.008, false); + CameraPitch(&camera, -mouseDelta.y * 0.008, true, false, false); + + camera.position = [attachedPlayer pos]; +} + +-(void) attach: (Player *) player { + attachedPlayer = player; + [attachedPlayer setAttachedCamera: self]; +} + +-(void) showPos { + char buffer[50]; + sprintf(buffer, "pos: (%.02f, %.02f, %.02f)", camera.position.x, camera.position.y, camera.position.z); + DrawText(buffer, 0, 0, 20, BLACK); +} + +-(void) showTarget { + char buffer[50]; + sprintf(buffer, "tgt: (%.02f, %.02f, %.02f)", camera.target.x, camera.target.y, camera.target.z); + DrawText(buffer, 0, 30, 20, BLACK); +} + +-(void) drawCrosshair { + DrawCircleV(crosshair, crosshairSize, crosshairColor); +} + +-(void) drawWeapon { + if (attachedPlayer != nil) { + Texture2D texture = [attachedPlayer weapon]; + DrawTexture(texture, 0.0f, 0.0f, WHITE); + } +} + +-(bool) raycast { + BoundingBox bbox = {(Vector3){-1.0f, -1.0f, -1.0f}, (Vector3){2.0f, 2.0f, 2.0f}}; + + //i called them both raycast to maximize confusion + if ( ObjectiveCBugFixRaycast(camera, bbox).hit ) { + crosshairColor = RED; + } else { + crosshairColor = WHITE; + } + + #define DEBUG + + #ifdef DEBUG + BeginMode3D(camera); + DrawBoundingBox(bbox, BLUE); + #endif + + EndMode3D(); + return ObjectiveCBugFixRaycast(camera, bbox).hit; +} + +-(Camera3D *) addressOfCamera { + return &camera; +} + +@end \ No newline at end of file diff --git a/src/Character.h b/src/Character.h new file mode 100644 index 0000000..6e05bc9 --- /dev/null +++ b/src/Character.h @@ -0,0 +1,10 @@ +#ifndef CHARACTER_H +#define CHARACTER_H + +#import +#import + +@interface Character : NSObject { + BoundingBox bbox; +} +@end \ No newline at end of file diff --git a/src/Enemy.h b/src/Enemy.h new file mode 100644 index 0000000..86cc50a --- /dev/null +++ b/src/Enemy.h @@ -0,0 +1,22 @@ +#ifndef ENEMY_H +#define ENEMY_H + +#import +#import +#import + +//just a simple enemy that follows the player for now +@interface Enemy : NSObject { + Texture2D texture; + Vector3 pos; + BoundingBox bbox; +} + +-(id) init; +//-(void) Attack; +//-(void) Moan; +-(void) Render: (Camera3D) camera; + +@end + +#endif \ No newline at end of file diff --git a/src/Enemy.m b/src/Enemy.m new file mode 100644 index 0000000..415228d --- /dev/null +++ b/src/Enemy.m @@ -0,0 +1,19 @@ +#import "Enemy.h" + +@implementation Enemy + +-(id) init { + if ( (self = [super init]) ) { + Image image = LoadImage("star.png"); + texture = LoadTextureFromImage(image); + UnloadImage(image); + } + + return self; +} + +-(void) Render: (Camera3D) camera { + DrawBillboard(camera, texture, (Vector3){0.0f, 0.0f, 0.0f}, 2.0f, WHITE); +} + +@end \ No newline at end of file diff --git a/src/InputHandler.h b/src/InputHandler.h new file mode 100644 index 0000000..c626afa --- /dev/null +++ b/src/InputHandler.h @@ -0,0 +1,15 @@ +#ifndef INPUTHANDLER_H +#define INPUTHANDLER_H + +#import +#import "Player.h" + +@interface InputHandler : NSObject { + Player *controllable; +} +@property (assign) Player *controllable; + +-(void) handleInput; +@end + +#endif \ No newline at end of file diff --git a/src/InputHandler.m b/src/InputHandler.m new file mode 100644 index 0000000..31fd013 --- /dev/null +++ b/src/InputHandler.m @@ -0,0 +1,29 @@ +#import "InputHandler.h" + +@implementation InputHandler + +@synthesize controllable; + +-(void) handleInput { + static unsigned int set; + + if (set == 0) { + set = IsKeyDown(KEY_W); + } + + if ( set - IsKeyDown(KEY_W) ) { + [controllable moveForward]; + } else if ( set - IsKeyDown(KEY_S) ) { + [controllable moveBack]; + } else if ( set - IsKeyDown(KEY_A) ) { + [controllable moveLeft]; + } else if ( set - IsKeyDown(KEY_D) ) { + [controllable moveRight]; + } + + if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) { + [controllable attack]; + } +} + +@end \ No newline at end of file diff --git a/src/Player.h b/src/Player.h new file mode 100644 index 0000000..abe26f0 --- /dev/null +++ b/src/Player.h @@ -0,0 +1,33 @@ +#ifndef PLAYER_H +#define PLAYER_H + +#import +#import +#import +#import "Camera.h" +#import "SoundPlayer.h" + +@class GameCamera; + +@interface Player : NSObject { + BoundingBox bbox; + Vector3 pos; + GameCamera *attachedCamera; + SoundPlayer *soundPlayer; + Texture2D weapon; +} +@property Vector3 pos; +@property (assign) GameCamera *attachedCamera; +@property Texture2D weapon; +@property (assign) SoundPlayer *soundPlayer; + +-(id) init; +-(void) showPos; +-(void) attack; +-(void) moveForward; +-(void) moveBack; +-(void) moveLeft; +-(void) moveRight; +@end + +#endif \ No newline at end of file diff --git a/src/Player.m b/src/Player.m new file mode 100644 index 0000000..2d7d21d --- /dev/null +++ b/src/Player.m @@ -0,0 +1,67 @@ +#import "Player.h" + +@implementation Player +@synthesize pos; +@synthesize attachedCamera; +@synthesize soundPlayer; +@synthesize weapon; + +-(id) init { + if ( (self = [super init] ) ) { + pos = (Vector3){0.0f, 2.0f, 0.0f}; + } + + return self; +} + +-(void) showPos { + char buffer[50]; + sprintf(buffer, "pos: (%.02f, %.02f, %.02f)", pos.x, pos.y, pos.z); + DrawText(buffer, 0, 50, 20, BLACK); +} + +-(void) attack { + if ( [attachedCamera raycast] ) { + + //how to get the object it hit? + [soundPlayer play]; + } +} + +-(void) moveForward { + Camera *cam = [attachedCamera addressOfCamera]; + Vector3 forward = GetCameraForward( cam ); + float distance = 0.1; + + forward = Vector3Scale(forward, distance); + + pos = Vector3Add(pos, forward); + cam->target = Vector3Add(cam->target, forward); +} + +-(void) moveBack { + Camera *cam = [attachedCamera addressOfCamera]; + Vector3 forward = GetCameraForward( cam ); + float distance = 0.1; + forward = Vector3Scale(forward, distance); + pos = Vector3Subtract(pos, forward); + cam->target = Vector3Subtract(cam->target, forward); +} + +-(void) moveLeft { + Camera *cam = [attachedCamera addressOfCamera]; + Vector3 right = GetCameraRight( cam ); + right = Vector3Scale(right, 0.1); + pos = Vector3Subtract(pos, right); + cam->target = Vector3Subtract(cam->target, right); +} + +-(void) moveRight { + Camera *cam = [attachedCamera addressOfCamera]; + Vector3 right = GetCameraRight( cam ); + right = Vector3Scale(right, 0.1); + pos = Vector3Add(pos, right); + cam->target = Vector3Add(cam->target, right); +} + +@end \ No newline at end of file diff --git a/src/SoundPlayer.h b/src/SoundPlayer.h new file mode 100644 index 0000000..bc7e657 --- /dev/null +++ b/src/SoundPlayer.h @@ -0,0 +1,26 @@ +#ifndef SOUNDPLAYER_H +#define SOUNDPLAYER_H + +#import +#include + +/* + different things should have different sounds + + the soundplayer needs a way to load all and only + the sounds it will need to play + + should every object that plays a sound be a soundplayer? + or should there be one soundplayer that plays all sounds +*/ + +@interface SoundPlayer : NSObject { + Sound wav; +} + +-(id) init; +-(void) dealloc; +-(void) play; + +@end +#endif \ No newline at end of file diff --git a/src/SoundPlayer.m b/src/SoundPlayer.m new file mode 100644 index 0000000..a0e42d0 --- /dev/null +++ b/src/SoundPlayer.m @@ -0,0 +1,23 @@ +#import "SoundPlayer.h" + +@implementation SoundPlayer + +-(id) init { + if ( (self = [super init] ) ) { + InitAudioDevice(); + wav = LoadSound("gun-gunshot-02.wav"); + } + + return self; +} + +-(void) dealloc { + UnloadSound(wav); + CloseAudioDevice(); + [super dealloc]; +} + +-(void) play { + PlaySound(wav); +} +@end \ No newline at end of file diff --git a/src/main.m b/src/main.m new file mode 100644 index 0000000..fa246a9 --- /dev/null +++ b/src/main.m @@ -0,0 +1,68 @@ +#import +#include + +#include "Enemy.h" +#include "Camera.h" +#include "SoundPlayer.h" +#include "InputHandler.h" +#include "properties.h" + +const int winWidth = 800; +const int winHeight = 600; + +int main(int argc, const char *argv[]) { + NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; + + //insert custom properties loader here + + InitWindow(default_properties.width, default_properties.height, "Game :3"); + SetTargetFPS(60); + DisableCursor(); + + GameCamera *camera = [[GameCamera alloc] init]; + Player *player = [[Player alloc] init]; + SoundPlayer *sp = [[SoundPlayer alloc] init]; + Enemy *enemy = [[Enemy alloc] init]; + InputHandler *input = [[InputHandler alloc] init]; + input.controllable = player; + player.soundPlayer = sp; + + [camera attach: player]; + + Image image = LoadImage("gun.png"); + Texture2D tex = LoadTextureFromImage(image); + [player setWeapon: tex]; + + + while (!WindowShouldClose()) { + [camera update]; + + //hard coded input handler + [input handleInput]; + + BeginDrawing(); + ClearBackground(RAYWHITE); + + BeginMode3D([camera camera]); + DrawPlane((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector2){ 32.0f, 32.0f }, LIGHTGRAY); + DrawCube((Vector3){ -16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, BLUE); // Draw a blue wall + DrawCube((Vector3){ 16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, LIME); // Draw a green wall + DrawCube((Vector3){ 0.0f, 2.5f, 16.0f }, 32.0f, 5.0f, 1.0f, GOLD); + DrawCube((Vector3){ 0.0f, 2.5f, -16.0f }, 32.0f, 5.0f, 1.0f, RED); + EndMode3D(); + + [camera showPos]; + [camera showTarget]; + [player showPos]; + [camera drawCrosshair]; + [camera raycast]; + [enemy Render: [camera camera]]; + DrawTexture(tex, default_properties.width - tex.width, default_properties.height - tex.height, WHITE); + + EndDrawing(); + } + + CloseWindow(); + [pool drain]; + return 0; +} \ No newline at end of file diff --git a/src/main_headers.h b/src/main_headers.h new file mode 100644 index 0000000..bdd23e1 --- /dev/null +++ b/src/main_headers.h @@ -0,0 +1,6 @@ +//game specific headers +#include "Player.h" +#include "Camera.h" +#include "SoundPlayer.h" +#include "Enemy.h" + diff --git a/src/properties.h b/src/properties.h new file mode 100644 index 0000000..24de45b --- /dev/null +++ b/src/properties.h @@ -0,0 +1,14 @@ +#ifndef PROPERTIES_H +#define PROPERTIES_H + +//properties of window and stuff + +static struct window_properties { + int width, height; +} default_properties = {800, 600}; +typedef struct window_properties window_properties; + +//insert global instance of custom properties here +//if no custom properties, global instance is set to default + +#endif \ No newline at end of file diff --git a/yesmath/makefile b/yesmath/makefile new file mode 100644 index 0000000..befdeb3 --- /dev/null +++ b/yesmath/makefile @@ -0,0 +1,9 @@ +SHELL=/bin/sh + +#i turned raymath into a library to avoid redefinition errors + +libyesmath.a: raymath.o + ar rcs libyesmath.a raymath.o + +raymath.o: raymath.c + gcc -DYESMATH -c raymath.c \ No newline at end of file diff --git a/yesmath/raymath.c b/yesmath/raymath.c new file mode 100644 index 0000000..254f1a5 --- /dev/null +++ b/yesmath/raymath.c @@ -0,0 +1,2179 @@ +/********************************************************************************************** +* +* raymath v1.5 - Math functions to work with Vector2, Vector3, Matrix and Quaternions +* +* CONFIGURATION: +* +* #define RAYMATH_IMPLEMENTATION +* Generates the implementation of the library into the included file. +* If not defined, the library is in header only mode and can be included in other headers +* or source files without problems. But only ONE file should hold the implementation. +* +* #define RAYMATH_STATIC_INLINE +* Define static inline functions code, so #include header suffices for use. +* This may use up lots of memory. +* +* CONVENTIONS: +* +* - Functions are always self-contained, no function use another raymath function inside, +* required code is directly re-implemented inside +* - Functions input parameters are always received by value (2 unavoidable exceptions) +* - Functions use always a "result" variable for return +* - Functions are always defined inline +* - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience) +* +* +* LICENSE: zlib/libpng +* +* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#if defined(RAYMATH_IMPLEMENTATION) && defined(RAYMATH_STATIC_INLINE) + #error "Specifying both RAYMATH_IMPLEMENTATION and RAYMATH_STATIC_INLINE is contradictory" +#endif + +// Function specifiers definition +#if defined(RAYMATH_IMPLEMENTATION) + #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED) + #define RMAPI __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll). + #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED) + #define RMAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll) + #else + #define RMAPI extern inline // Provide external definition + #endif +#elif defined(RAYMATH_STATIC_INLINE) + #define RMAPI static inline // Functions may be inlined, no external out-of-line definition +#else + #if defined(__TINYC__) + #define RMAPI static inline // plain inline not supported by tinycc (See issue #435) + #else + #define RMAPI inline // Functions may be inlined or external definition used + #endif +#endif + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +#ifndef PI + #define PI 3.14159265358979323846f +#endif + +#ifndef EPSILON + #define EPSILON 0.000001f +#endif + +#ifndef DEG2RAD + #define DEG2RAD (PI/180.0f) +#endif + +#ifndef RAD2DEG + #define RAD2DEG (180.0f/PI) +#endif + +// Get float vector for Matrix +#ifndef MatrixToFloat + #define MatrixToFloat(mat) (MatrixToFloatV(mat).v) +#endif + +// Get float vector for Vector3 +#ifndef Vector3ToFloat + #define Vector3ToFloat(vec) (Vector3ToFloatV(vec).v) +#endif + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +#if !defined(RL_VECTOR2_TYPE) +// Vector2 type +typedef struct Vector2 { + float x; + float y; +} Vector2; +#define RL_VECTOR2_TYPE +#endif + +#if !defined(RL_VECTOR3_TYPE) +// Vector3 type +typedef struct Vector3 { + float x; + float y; + float z; +} Vector3; +#define RL_VECTOR3_TYPE +#endif + +#if !defined(RL_VECTOR4_TYPE) +// Vector4 type +typedef struct Vector4 { + float x; + float y; + float z; + float w; +} Vector4; +#define RL_VECTOR4_TYPE +#endif + +#if !defined(RL_QUATERNION_TYPE) +// Quaternion type +typedef Vector4 Quaternion; +#define RL_QUATERNION_TYPE +#endif + +#if !defined(RL_MATRIX_TYPE) +// Matrix type (OpenGL style 4x4 - right handed, column major) +typedef struct Matrix { + float m0, m4, m8, m12; // Matrix first row (4 components) + float m1, m5, m9, m13; // Matrix second row (4 components) + float m2, m6, m10, m14; // Matrix third row (4 components) + float m3, m7, m11, m15; // Matrix fourth row (4 components) +} Matrix; +#define RL_MATRIX_TYPE +#endif + +// NOTE: Helper types to be used instead of array return types for *ToFloat functions +typedef struct float3 { + float v[3]; +} float3; + +typedef struct float16 { + float v[16]; +} float16; + +#include // Required for: sinf(), cosf(), tan(), atan2f(), sqrtf(), floor(), fminf(), fmaxf(), fabs() + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Utils math +//---------------------------------------------------------------------------------- + +// Clamp float value +RMAPI float Clamp(float value, float min, float max) +{ + float result = (value < min)? min : value; + + if (result > max) result = max; + + return result; +} + +// Calculate linear interpolation between two floats +RMAPI float Lerp(float start, float end, float amount) +{ + float result = start + amount*(end - start); + + return result; +} + +// Normalize input value within input range +RMAPI float Normalize(float value, float start, float end) +{ + float result = (value - start)/(end - start); + + return result; +} + +// Remap input value within input range to output range +RMAPI float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd) +{ + float result = (value - inputStart)/(inputEnd - inputStart)*(outputEnd - outputStart) + outputStart; + + return result; +} + +// Wrap input value from min to max +RMAPI float Wrap(float value, float min, float max) +{ + float result = value - (max - min)*floorf((value - min)/(max - min)); + + return result; +} + +// Check whether two given floats are almost equal +RMAPI int FloatEquals(float x, float y) +{ + int result = (fabsf(x - y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(x), fabsf(y)))); + + return result; +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Vector2 math +//---------------------------------------------------------------------------------- + +// Vector with components value 0.0f +RMAPI Vector2 Vector2Zero(void) +{ + Vector2 result = { 0.0f, 0.0f }; + + return result; +} + +// Vector with components value 1.0f +RMAPI Vector2 Vector2One(void) +{ + Vector2 result = { 1.0f, 1.0f }; + + return result; +} + +// Add two vectors (v1 + v2) +RMAPI Vector2 Vector2Add(Vector2 v1, Vector2 v2) +{ + Vector2 result = { v1.x + v2.x, v1.y + v2.y }; + + return result; +} + +// Add vector and float value +RMAPI Vector2 Vector2AddValue(Vector2 v, float add) +{ + Vector2 result = { v.x + add, v.y + add }; + + return result; +} + +// Subtract two vectors (v1 - v2) +RMAPI Vector2 Vector2Subtract(Vector2 v1, Vector2 v2) +{ + Vector2 result = { v1.x - v2.x, v1.y - v2.y }; + + return result; +} + +// Subtract vector by float value +RMAPI Vector2 Vector2SubtractValue(Vector2 v, float sub) +{ + Vector2 result = { v.x - sub, v.y - sub }; + + return result; +} + +// Calculate vector length +RMAPI float Vector2Length(Vector2 v) +{ + float result = sqrtf((v.x*v.x) + (v.y*v.y)); + + return result; +} + +// Calculate vector square length +RMAPI float Vector2LengthSqr(Vector2 v) +{ + float result = (v.x*v.x) + (v.y*v.y); + + return result; +} + +// Calculate two vectors dot product +RMAPI float Vector2DotProduct(Vector2 v1, Vector2 v2) +{ + float result = (v1.x*v2.x + v1.y*v2.y); + + return result; +} + +// Calculate distance between two vectors +RMAPI float Vector2Distance(Vector2 v1, Vector2 v2) +{ + float result = sqrtf((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y)); + + return result; +} + +// Calculate square distance between two vectors +RMAPI float Vector2DistanceSqr(Vector2 v1, Vector2 v2) +{ + float result = ((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y)); + + return result; +} + +// Calculate angle between two vectors +// NOTE: Angle is calculated from origin point (0, 0) +RMAPI float Vector2Angle(Vector2 v1, Vector2 v2) +{ + float result = atan2f(v2.y - v1.y, v2.x - v1.x); + + return result; +} + +// Calculate angle defined by a two vectors line +// NOTE: Parameters need to be normalized +// Current implementation should be aligned with glm::angle +RMAPI float Vector2LineAngle(Vector2 start, Vector2 end) +{ + float result = 0.0f; + + float dot = start.x*end.x + start.y*end.y; // Dot product + + float dotClamp = (dot < -1.0f)? -1.0f : dot; // Clamp + if (dotClamp > 1.0f) dotClamp = 1.0f; + + result = acosf(dotClamp); + + // Alternative implementation, more costly + //float v1Length = sqrtf((start.x*start.x) + (start.y*start.y)); + //float v2Length = sqrtf((end.x*end.x) + (end.y*end.y)); + //float result = -acosf((start.x*end.x + start.y*end.y)/(v1Length*v2Length)); + + return result; +} + +// Scale vector (multiply by value) +RMAPI Vector2 Vector2Scale(Vector2 v, float scale) +{ + Vector2 result = { v.x*scale, v.y*scale }; + + return result; +} + +// Multiply vector by vector +RMAPI Vector2 Vector2Multiply(Vector2 v1, Vector2 v2) +{ + Vector2 result = { v1.x*v2.x, v1.y*v2.y }; + + return result; +} + +// Negate vector +RMAPI Vector2 Vector2Negate(Vector2 v) +{ + Vector2 result = { -v.x, -v.y }; + + return result; +} + +// Divide vector by vector +RMAPI Vector2 Vector2Divide(Vector2 v1, Vector2 v2) +{ + Vector2 result = { v1.x/v2.x, v1.y/v2.y }; + + return result; +} + +// Normalize provided vector +RMAPI Vector2 Vector2Normalize(Vector2 v) +{ + Vector2 result = { 0 }; + float length = sqrtf((v.x*v.x) + (v.y*v.y)); + + if (length > 0) + { + float ilength = 1.0f/length; + result.x = v.x*ilength; + result.y = v.y*ilength; + } + + return result; +} + +// Transforms a Vector2 by a given Matrix +RMAPI Vector2 Vector2Transform(Vector2 v, Matrix mat) +{ + Vector2 result = { 0 }; + + float x = v.x; + float y = v.y; + float z = 0; + + result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12; + result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13; + + return result; +} + +// Calculate linear interpolation between two vectors +RMAPI Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount) +{ + Vector2 result = { 0 }; + + result.x = v1.x + amount*(v2.x - v1.x); + result.y = v1.y + amount*(v2.y - v1.y); + + return result; +} + +// Calculate reflected vector to normal +RMAPI Vector2 Vector2Reflect(Vector2 v, Vector2 normal) +{ + Vector2 result = { 0 }; + + float dotProduct = (v.x*normal.x + v.y*normal.y); // Dot product + + result.x = v.x - (2.0f*normal.x)*dotProduct; + result.y = v.y - (2.0f*normal.y)*dotProduct; + + return result; +} + +// Rotate vector by angle +RMAPI Vector2 Vector2Rotate(Vector2 v, float angle) +{ + Vector2 result = { 0 }; + + float cosres = cosf(angle); + float sinres = sinf(angle); + + result.x = v.x*cosres - v.y*sinres; + result.y = v.x*sinres + v.y*cosres; + + return result; +} + +// Move Vector towards target +RMAPI Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance) +{ + Vector2 result = { 0 }; + + float dx = target.x - v.x; + float dy = target.y - v.y; + float value = (dx*dx) + (dy*dy); + + if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target; + + float dist = sqrtf(value); + + result.x = v.x + dx/dist*maxDistance; + result.y = v.y + dy/dist*maxDistance; + + return result; +} + +// Invert the given vector +RMAPI Vector2 Vector2Invert(Vector2 v) +{ + Vector2 result = { 1.0f/v.x, 1.0f/v.y }; + + return result; +} + +// Clamp the components of the vector between +// min and max values specified by the given vectors +RMAPI Vector2 Vector2Clamp(Vector2 v, Vector2 min, Vector2 max) +{ + Vector2 result = { 0 }; + + result.x = fminf(max.x, fmaxf(min.x, v.x)); + result.y = fminf(max.y, fmaxf(min.y, v.y)); + + return result; +} + +// Clamp the magnitude of the vector between two min and max values +RMAPI Vector2 Vector2ClampValue(Vector2 v, float min, float max) +{ + Vector2 result = v; + + float length = (v.x*v.x) + (v.y*v.y); + if (length > 0.0f) + { + length = sqrtf(length); + + if (length < min) + { + float scale = min/length; + result.x = v.x*scale; + result.y = v.y*scale; + } + else if (length > max) + { + float scale = max/length; + result.x = v.x*scale; + result.y = v.y*scale; + } + } + + return result; +} + +// Check whether two given vectors are almost equal +RMAPI int Vector2Equals(Vector2 p, Vector2 q) +{ + int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) && + ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))); + + return result; +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Vector3 math +//---------------------------------------------------------------------------------- + +// Vector with components value 0.0f +RMAPI Vector3 Vector3Zero(void) +{ + Vector3 result = { 0.0f, 0.0f, 0.0f }; + + return result; +} + +// Vector with components value 1.0f +RMAPI Vector3 Vector3One(void) +{ + Vector3 result = { 1.0f, 1.0f, 1.0f }; + + return result; +} + +// Add two vectors +RMAPI Vector3 Vector3Add(Vector3 v1, Vector3 v2) +{ + Vector3 result = { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z }; + + return result; +} + +// Add vector and float value +RMAPI Vector3 Vector3AddValue(Vector3 v, float add) +{ + Vector3 result = { v.x + add, v.y + add, v.z + add }; + + return result; +} + +// Subtract two vectors +RMAPI Vector3 Vector3Subtract(Vector3 v1, Vector3 v2) +{ + Vector3 result = { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z }; + + return result; +} + +// Subtract vector by float value +RMAPI Vector3 Vector3SubtractValue(Vector3 v, float sub) +{ + Vector3 result = { v.x - sub, v.y - sub, v.z - sub }; + + return result; +} + +// Multiply vector by scalar +RMAPI Vector3 Vector3Scale(Vector3 v, float scalar) +{ + Vector3 result = { v.x*scalar, v.y*scalar, v.z*scalar }; + + return result; +} + +// Multiply vector by vector +RMAPI Vector3 Vector3Multiply(Vector3 v1, Vector3 v2) +{ + Vector3 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z }; + + return result; +} + +// Calculate two vectors cross product +RMAPI Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2) +{ + Vector3 result = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x }; + + return result; +} + +// Calculate one vector perpendicular vector +RMAPI Vector3 Vector3Perpendicular(Vector3 v) +{ + Vector3 result = { 0 }; + + float min = (float) fabs(v.x); + Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f}; + + if (fabsf(v.y) < min) + { + min = (float) fabs(v.y); + Vector3 tmp = {0.0f, 1.0f, 0.0f}; + cardinalAxis = tmp; + } + + if (fabsf(v.z) < min) + { + Vector3 tmp = {0.0f, 0.0f, 1.0f}; + cardinalAxis = tmp; + } + + // Cross product between vectors + result.x = v.y*cardinalAxis.z - v.z*cardinalAxis.y; + result.y = v.z*cardinalAxis.x - v.x*cardinalAxis.z; + result.z = v.x*cardinalAxis.y - v.y*cardinalAxis.x; + + return result; +} + +// Calculate vector length +RMAPI float Vector3Length(const Vector3 v) +{ + float result = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); + + return result; +} + +// Calculate vector square length +RMAPI float Vector3LengthSqr(const Vector3 v) +{ + float result = v.x*v.x + v.y*v.y + v.z*v.z; + + return result; +} + +// Calculate two vectors dot product +RMAPI float Vector3DotProduct(Vector3 v1, Vector3 v2) +{ + float result = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); + + return result; +} + +// Calculate distance between two vectors +RMAPI float Vector3Distance(Vector3 v1, Vector3 v2) +{ + float result = 0.0f; + + float dx = v2.x - v1.x; + float dy = v2.y - v1.y; + float dz = v2.z - v1.z; + result = sqrtf(dx*dx + dy*dy + dz*dz); + + return result; +} + +// Calculate square distance between two vectors +RMAPI float Vector3DistanceSqr(Vector3 v1, Vector3 v2) +{ + float result = 0.0f; + + float dx = v2.x - v1.x; + float dy = v2.y - v1.y; + float dz = v2.z - v1.z; + result = dx*dx + dy*dy + dz*dz; + + return result; +} + +// Calculate angle between two vectors +RMAPI float Vector3Angle(Vector3 v1, Vector3 v2) +{ + float result = 0.0f; + + Vector3 cross = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x }; + float len = sqrtf(cross.x*cross.x + cross.y*cross.y + cross.z*cross.z); + float dot = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); + result = atan2f(len, dot); + + return result; +} + +// Negate provided vector (invert direction) +RMAPI Vector3 Vector3Negate(Vector3 v) +{ + Vector3 result = { -v.x, -v.y, -v.z }; + + return result; +} + +// Divide vector by vector +RMAPI Vector3 Vector3Divide(Vector3 v1, Vector3 v2) +{ + Vector3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z }; + + return result; +} + +// Normalize provided vector +RMAPI Vector3 Vector3Normalize(Vector3 v) +{ + Vector3 result = v; + + float length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); + if (length == 0.0f) length = 1.0f; + float ilength = 1.0f/length; + + result.x *= ilength; + result.y *= ilength; + result.z *= ilength; + + return result; +} + +// Orthonormalize provided vectors +// Makes vectors normalized and orthogonal to each other +// Gram-Schmidt function implementation +RMAPI void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2) +{ + float length = 0.0f; + float ilength = 0.0f; + + // Vector3Normalize(*v1); + Vector3 v = *v1; + length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); + if (length == 0.0f) length = 1.0f; + ilength = 1.0f/length; + v1->x *= ilength; + v1->y *= ilength; + v1->z *= ilength; + + // Vector3CrossProduct(*v1, *v2) + Vector3 vn1 = { v1->y*v2->z - v1->z*v2->y, v1->z*v2->x - v1->x*v2->z, v1->x*v2->y - v1->y*v2->x }; + + // Vector3Normalize(vn1); + v = vn1; + length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); + if (length == 0.0f) length = 1.0f; + ilength = 1.0f/length; + vn1.x *= ilength; + vn1.y *= ilength; + vn1.z *= ilength; + + // Vector3CrossProduct(vn1, *v1) + Vector3 vn2 = { vn1.y*v1->z - vn1.z*v1->y, vn1.z*v1->x - vn1.x*v1->z, vn1.x*v1->y - vn1.y*v1->x }; + + *v2 = vn2; +} + +// Transforms a Vector3 by a given Matrix +RMAPI Vector3 Vector3Transform(Vector3 v, Matrix mat) +{ + Vector3 result = { 0 }; + + float x = v.x; + float y = v.y; + float z = v.z; + + result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12; + result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13; + result.z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14; + + return result; +} + +// Transform a vector by quaternion rotation +RMAPI Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q) +{ + Vector3 result = { 0 }; + + result.x = v.x*(q.x*q.x + q.w*q.w - q.y*q.y - q.z*q.z) + v.y*(2*q.x*q.y - 2*q.w*q.z) + v.z*(2*q.x*q.z + 2*q.w*q.y); + result.y = v.x*(2*q.w*q.z + 2*q.x*q.y) + v.y*(q.w*q.w - q.x*q.x + q.y*q.y - q.z*q.z) + v.z*(-2*q.w*q.x + 2*q.y*q.z); + result.z = v.x*(-2*q.w*q.y + 2*q.x*q.z) + v.y*(2*q.w*q.x + 2*q.y*q.z)+ v.z*(q.w*q.w - q.x*q.x - q.y*q.y + q.z*q.z); + + return result; +} + +// Rotates a vector around an axis +RMAPI Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle) +{ + // Using Euler-Rodrigues Formula + // Ref.: https://en.wikipedia.org/w/index.php?title=Euler%E2%80%93Rodrigues_formula + + Vector3 result = v; + + // Vector3Normalize(axis); + float length = sqrtf(axis.x * axis.x + axis.y * axis.y + axis.z * axis.z); + if (length == 0.0f) length = 1.0f; + float ilength = 1.0f / length; + axis.x *= ilength; + axis.y *= ilength; + axis.z *= ilength; + + angle /= 2.0f; + float a = sinf(angle); + float b = axis.x * a; + float c = axis.y * a; + float d = axis.z * a; + a = cosf(angle); + Vector3 w = { b, c, d }; + + // Vector3CrossProduct(w, v) + Vector3 wv = { w.y * v.z - w.z * v.y, w.z * v.x - w.x * v.z, w.x * v.y - w.y * v.x }; + + // Vector3CrossProduct(w, wv) + Vector3 wwv = { w.y * wv.z - w.z * wv.y, w.z * wv.x - w.x * wv.z, w.x * wv.y - w.y * wv.x }; + + // Vector3Scale(wv, 2 * a) + a *= 2; + wv.x *= a; + wv.y *= a; + wv.z *= a; + + // Vector3Scale(wwv, 2) + wwv.x *= 2; + wwv.y *= 2; + wwv.z *= 2; + + result.x += wv.x; + result.y += wv.y; + result.z += wv.z; + + result.x += wwv.x; + result.y += wwv.y; + result.z += wwv.z; + + return result; +} + +// Calculate linear interpolation between two vectors +RMAPI Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount) +{ + Vector3 result = { 0 }; + + result.x = v1.x + amount*(v2.x - v1.x); + result.y = v1.y + amount*(v2.y - v1.y); + result.z = v1.z + amount*(v2.z - v1.z); + + return result; +} + +// Calculate reflected vector to normal +RMAPI Vector3 Vector3Reflect(Vector3 v, Vector3 normal) +{ + Vector3 result = { 0 }; + + // I is the original vector + // N is the normal of the incident plane + // R = I - (2*N*(DotProduct[I, N])) + + float dotProduct = (v.x*normal.x + v.y*normal.y + v.z*normal.z); + + result.x = v.x - (2.0f*normal.x)*dotProduct; + result.y = v.y - (2.0f*normal.y)*dotProduct; + result.z = v.z - (2.0f*normal.z)*dotProduct; + + return result; +} + +// Get min value for each pair of components +RMAPI Vector3 Vector3Min(Vector3 v1, Vector3 v2) +{ + Vector3 result = { 0 }; + + result.x = fminf(v1.x, v2.x); + result.y = fminf(v1.y, v2.y); + result.z = fminf(v1.z, v2.z); + + return result; +} + +// Get max value for each pair of components +RMAPI Vector3 Vector3Max(Vector3 v1, Vector3 v2) +{ + Vector3 result = { 0 }; + + result.x = fmaxf(v1.x, v2.x); + result.y = fmaxf(v1.y, v2.y); + result.z = fmaxf(v1.z, v2.z); + + return result; +} + +// Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c) +// NOTE: Assumes P is on the plane of the triangle +RMAPI Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c) +{ + Vector3 result = { 0 }; + + Vector3 v0 = { b.x - a.x, b.y - a.y, b.z - a.z }; // Vector3Subtract(b, a) + Vector3 v1 = { c.x - a.x, c.y - a.y, c.z - a.z }; // Vector3Subtract(c, a) + Vector3 v2 = { p.x - a.x, p.y - a.y, p.z - a.z }; // Vector3Subtract(p, a) + float d00 = (v0.x*v0.x + v0.y*v0.y + v0.z*v0.z); // Vector3DotProduct(v0, v0) + float d01 = (v0.x*v1.x + v0.y*v1.y + v0.z*v1.z); // Vector3DotProduct(v0, v1) + float d11 = (v1.x*v1.x + v1.y*v1.y + v1.z*v1.z); // Vector3DotProduct(v1, v1) + float d20 = (v2.x*v0.x + v2.y*v0.y + v2.z*v0.z); // Vector3DotProduct(v2, v0) + float d21 = (v2.x*v1.x + v2.y*v1.y + v2.z*v1.z); // Vector3DotProduct(v2, v1) + + float denom = d00*d11 - d01*d01; + + result.y = (d11*d20 - d01*d21)/denom; + result.z = (d00*d21 - d01*d20)/denom; + result.x = 1.0f - (result.z + result.y); + + return result; +} + +// Projects a Vector3 from screen space into object space +// NOTE: We are avoiding calling other raymath functions despite available +RMAPI Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view) +{ + Vector3 result = { 0 }; + + // Calculate unprojected matrix (multiply view matrix by projection matrix) and invert it + Matrix matViewProj = { // MatrixMultiply(view, projection); + view.m0*projection.m0 + view.m1*projection.m4 + view.m2*projection.m8 + view.m3*projection.m12, + view.m0*projection.m1 + view.m1*projection.m5 + view.m2*projection.m9 + view.m3*projection.m13, + view.m0*projection.m2 + view.m1*projection.m6 + view.m2*projection.m10 + view.m3*projection.m14, + view.m0*projection.m3 + view.m1*projection.m7 + view.m2*projection.m11 + view.m3*projection.m15, + view.m4*projection.m0 + view.m5*projection.m4 + view.m6*projection.m8 + view.m7*projection.m12, + view.m4*projection.m1 + view.m5*projection.m5 + view.m6*projection.m9 + view.m7*projection.m13, + view.m4*projection.m2 + view.m5*projection.m6 + view.m6*projection.m10 + view.m7*projection.m14, + view.m4*projection.m3 + view.m5*projection.m7 + view.m6*projection.m11 + view.m7*projection.m15, + view.m8*projection.m0 + view.m9*projection.m4 + view.m10*projection.m8 + view.m11*projection.m12, + view.m8*projection.m1 + view.m9*projection.m5 + view.m10*projection.m9 + view.m11*projection.m13, + view.m8*projection.m2 + view.m9*projection.m6 + view.m10*projection.m10 + view.m11*projection.m14, + view.m8*projection.m3 + view.m9*projection.m7 + view.m10*projection.m11 + view.m11*projection.m15, + view.m12*projection.m0 + view.m13*projection.m4 + view.m14*projection.m8 + view.m15*projection.m12, + view.m12*projection.m1 + view.m13*projection.m5 + view.m14*projection.m9 + view.m15*projection.m13, + view.m12*projection.m2 + view.m13*projection.m6 + view.m14*projection.m10 + view.m15*projection.m14, + view.m12*projection.m3 + view.m13*projection.m7 + view.m14*projection.m11 + view.m15*projection.m15 }; + + // Calculate inverted matrix -> MatrixInvert(matViewProj); + // Cache the matrix values (speed optimization) + float a00 = matViewProj.m0, a01 = matViewProj.m1, a02 = matViewProj.m2, a03 = matViewProj.m3; + float a10 = matViewProj.m4, a11 = matViewProj.m5, a12 = matViewProj.m6, a13 = matViewProj.m7; + float a20 = matViewProj.m8, a21 = matViewProj.m9, a22 = matViewProj.m10, a23 = matViewProj.m11; + float a30 = matViewProj.m12, a31 = matViewProj.m13, a32 = matViewProj.m14, a33 = matViewProj.m15; + + float b00 = a00*a11 - a01*a10; + float b01 = a00*a12 - a02*a10; + float b02 = a00*a13 - a03*a10; + float b03 = a01*a12 - a02*a11; + float b04 = a01*a13 - a03*a11; + float b05 = a02*a13 - a03*a12; + float b06 = a20*a31 - a21*a30; + float b07 = a20*a32 - a22*a30; + float b08 = a20*a33 - a23*a30; + float b09 = a21*a32 - a22*a31; + float b10 = a21*a33 - a23*a31; + float b11 = a22*a33 - a23*a32; + + // Calculate the invert determinant (inlined to avoid double-caching) + float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06); + + Matrix matViewProjInv = { + (a11*b11 - a12*b10 + a13*b09)*invDet, + (-a01*b11 + a02*b10 - a03*b09)*invDet, + (a31*b05 - a32*b04 + a33*b03)*invDet, + (-a21*b05 + a22*b04 - a23*b03)*invDet, + (-a10*b11 + a12*b08 - a13*b07)*invDet, + (a00*b11 - a02*b08 + a03*b07)*invDet, + (-a30*b05 + a32*b02 - a33*b01)*invDet, + (a20*b05 - a22*b02 + a23*b01)*invDet, + (a10*b10 - a11*b08 + a13*b06)*invDet, + (-a00*b10 + a01*b08 - a03*b06)*invDet, + (a30*b04 - a31*b02 + a33*b00)*invDet, + (-a20*b04 + a21*b02 - a23*b00)*invDet, + (-a10*b09 + a11*b07 - a12*b06)*invDet, + (a00*b09 - a01*b07 + a02*b06)*invDet, + (-a30*b03 + a31*b01 - a32*b00)*invDet, + (a20*b03 - a21*b01 + a22*b00)*invDet }; + + // Create quaternion from source point + Quaternion quat = { source.x, source.y, source.z, 1.0f }; + + // Multiply quat point by unprojecte matrix + Quaternion qtransformed = { // QuaternionTransform(quat, matViewProjInv) + matViewProjInv.m0*quat.x + matViewProjInv.m4*quat.y + matViewProjInv.m8*quat.z + matViewProjInv.m12*quat.w, + matViewProjInv.m1*quat.x + matViewProjInv.m5*quat.y + matViewProjInv.m9*quat.z + matViewProjInv.m13*quat.w, + matViewProjInv.m2*quat.x + matViewProjInv.m6*quat.y + matViewProjInv.m10*quat.z + matViewProjInv.m14*quat.w, + matViewProjInv.m3*quat.x + matViewProjInv.m7*quat.y + matViewProjInv.m11*quat.z + matViewProjInv.m15*quat.w }; + + // Normalized world points in vectors + result.x = qtransformed.x/qtransformed.w; + result.y = qtransformed.y/qtransformed.w; + result.z = qtransformed.z/qtransformed.w; + + return result; +} + +// Get Vector3 as float array +RMAPI float3 Vector3ToFloatV(Vector3 v) +{ + float3 buffer = { 0 }; + + buffer.v[0] = v.x; + buffer.v[1] = v.y; + buffer.v[2] = v.z; + + return buffer; +} + +// Invert the given vector +RMAPI Vector3 Vector3Invert(Vector3 v) +{ + Vector3 result = { 1.0f/v.x, 1.0f/v.y, 1.0f/v.z }; + + return result; +} + +// Clamp the components of the vector between +// min and max values specified by the given vectors +RMAPI Vector3 Vector3Clamp(Vector3 v, Vector3 min, Vector3 max) +{ + Vector3 result = { 0 }; + + result.x = fminf(max.x, fmaxf(min.x, v.x)); + result.y = fminf(max.y, fmaxf(min.y, v.y)); + result.z = fminf(max.z, fmaxf(min.z, v.z)); + + return result; +} + +// Clamp the magnitude of the vector between two values +RMAPI Vector3 Vector3ClampValue(Vector3 v, float min, float max) +{ + Vector3 result = v; + + float length = (v.x*v.x) + (v.y*v.y) + (v.z*v.z); + if (length > 0.0f) + { + length = sqrtf(length); + + if (length < min) + { + float scale = min/length; + result.x = v.x*scale; + result.y = v.y*scale; + result.z = v.z*scale; + } + else if (length > max) + { + float scale = max/length; + result.x = v.x*scale; + result.y = v.y*scale; + result.z = v.z*scale; + } + } + + return result; +} + +// Check whether two given vectors are almost equal +RMAPI int Vector3Equals(Vector3 p, Vector3 q) +{ + int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) && + ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) && + ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))); + + return result; +} + +// Compute the direction of a refracted ray where v specifies the +// normalized direction of the incoming ray, n specifies the +// normalized normal vector of the interface of two optical media, +// and r specifies the ratio of the refractive index of the medium +// from where the ray comes to the refractive index of the medium +// on the other side of the surface +RMAPI Vector3 Vector3Refract(Vector3 v, Vector3 n, float r) +{ + Vector3 result = { 0 }; + + float dot = v.x*n.x + v.y*n.y + v.z*n.z; + float d = 1.0f - r*r*(1.0f - dot*dot); + + if (d >= 0.0f) + { + d = sqrtf(d); + v.x = r*v.x - (r*dot + d)*n.x; + v.y = r*v.y - (r*dot + d)*n.y; + v.z = r*v.z - (r*dot + d)*n.z; + + result = v; + } + + return result; +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Matrix math +//---------------------------------------------------------------------------------- + +// Compute matrix determinant +RMAPI float MatrixDeterminant(Matrix mat) +{ + float result = 0.0f; + + // Cache the matrix values (speed optimization) + float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3; + float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7; + float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11; + float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15; + + result = a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 + + a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 + + a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 + + a30*a11*a02*a23 - a10*a31*a02*a23 - a30*a01*a12*a23 + a00*a31*a12*a23 + + a10*a01*a32*a23 - a00*a11*a32*a23 - a20*a11*a02*a33 + a10*a21*a02*a33 + + a20*a01*a12*a33 - a00*a21*a12*a33 - a10*a01*a22*a33 + a00*a11*a22*a33; + + return result; +} + +// Get the trace of the matrix (sum of the values along the diagonal) +RMAPI float MatrixTrace(Matrix mat) +{ + float result = (mat.m0 + mat.m5 + mat.m10 + mat.m15); + + return result; +} + +// Transposes provided matrix +RMAPI Matrix MatrixTranspose(Matrix mat) +{ + Matrix result = { 0 }; + + result.m0 = mat.m0; + result.m1 = mat.m4; + result.m2 = mat.m8; + result.m3 = mat.m12; + result.m4 = mat.m1; + result.m5 = mat.m5; + result.m6 = mat.m9; + result.m7 = mat.m13; + result.m8 = mat.m2; + result.m9 = mat.m6; + result.m10 = mat.m10; + result.m11 = mat.m14; + result.m12 = mat.m3; + result.m13 = mat.m7; + result.m14 = mat.m11; + result.m15 = mat.m15; + + return result; +} + +// Invert provided matrix +RMAPI Matrix MatrixInvert(Matrix mat) +{ + Matrix result = { 0 }; + + // Cache the matrix values (speed optimization) + float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3; + float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7; + float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11; + float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15; + + float b00 = a00*a11 - a01*a10; + float b01 = a00*a12 - a02*a10; + float b02 = a00*a13 - a03*a10; + float b03 = a01*a12 - a02*a11; + float b04 = a01*a13 - a03*a11; + float b05 = a02*a13 - a03*a12; + float b06 = a20*a31 - a21*a30; + float b07 = a20*a32 - a22*a30; + float b08 = a20*a33 - a23*a30; + float b09 = a21*a32 - a22*a31; + float b10 = a21*a33 - a23*a31; + float b11 = a22*a33 - a23*a32; + + // Calculate the invert determinant (inlined to avoid double-caching) + float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06); + + result.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet; + result.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet; + result.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet; + result.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet; + result.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet; + result.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet; + result.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet; + result.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet; + result.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet; + result.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet; + result.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet; + result.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet; + result.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet; + result.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet; + result.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet; + result.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet; + + return result; +} + +// Get identity matrix +RMAPI Matrix MatrixIdentity(void) +{ + Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f }; + + return result; +} + +// Add two matrices +RMAPI Matrix MatrixAdd(Matrix left, Matrix right) +{ + Matrix result = { 0 }; + + result.m0 = left.m0 + right.m0; + result.m1 = left.m1 + right.m1; + result.m2 = left.m2 + right.m2; + result.m3 = left.m3 + right.m3; + result.m4 = left.m4 + right.m4; + result.m5 = left.m5 + right.m5; + result.m6 = left.m6 + right.m6; + result.m7 = left.m7 + right.m7; + result.m8 = left.m8 + right.m8; + result.m9 = left.m9 + right.m9; + result.m10 = left.m10 + right.m10; + result.m11 = left.m11 + right.m11; + result.m12 = left.m12 + right.m12; + result.m13 = left.m13 + right.m13; + result.m14 = left.m14 + right.m14; + result.m15 = left.m15 + right.m15; + + return result; +} + +// Subtract two matrices (left - right) +RMAPI Matrix MatrixSubtract(Matrix left, Matrix right) +{ + Matrix result = { 0 }; + + result.m0 = left.m0 - right.m0; + result.m1 = left.m1 - right.m1; + result.m2 = left.m2 - right.m2; + result.m3 = left.m3 - right.m3; + result.m4 = left.m4 - right.m4; + result.m5 = left.m5 - right.m5; + result.m6 = left.m6 - right.m6; + result.m7 = left.m7 - right.m7; + result.m8 = left.m8 - right.m8; + result.m9 = left.m9 - right.m9; + result.m10 = left.m10 - right.m10; + result.m11 = left.m11 - right.m11; + result.m12 = left.m12 - right.m12; + result.m13 = left.m13 - right.m13; + result.m14 = left.m14 - right.m14; + result.m15 = left.m15 - right.m15; + + return result; +} + +// Get two matrix multiplication +// NOTE: When multiplying matrices... the order matters! +RMAPI Matrix MatrixMultiply(Matrix left, Matrix right) +{ + Matrix result = { 0 }; + + result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12; + result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13; + result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14; + result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15; + result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12; + result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13; + result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14; + result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15; + result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12; + result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13; + result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14; + result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15; + result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12; + result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13; + result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14; + result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15; + + return result; +} + +// Get translation matrix +RMAPI Matrix MatrixTranslate(float x, float y, float z) +{ + Matrix result = { 1.0f, 0.0f, 0.0f, x, + 0.0f, 1.0f, 0.0f, y, + 0.0f, 0.0f, 1.0f, z, + 0.0f, 0.0f, 0.0f, 1.0f }; + + return result; +} + +// Create rotation matrix from axis and angle +// NOTE: Angle should be provided in radians +RMAPI Matrix MatrixRotate(Vector3 axis, float angle) +{ + Matrix result = { 0 }; + + float x = axis.x, y = axis.y, z = axis.z; + + float lengthSquared = x*x + y*y + z*z; + + if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f)) + { + float ilength = 1.0f/sqrtf(lengthSquared); + x *= ilength; + y *= ilength; + z *= ilength; + } + + float sinres = sinf(angle); + float cosres = cosf(angle); + float t = 1.0f - cosres; + + result.m0 = x*x*t + cosres; + result.m1 = y*x*t + z*sinres; + result.m2 = z*x*t - y*sinres; + result.m3 = 0.0f; + + result.m4 = x*y*t - z*sinres; + result.m5 = y*y*t + cosres; + result.m6 = z*y*t + x*sinres; + result.m7 = 0.0f; + + result.m8 = x*z*t + y*sinres; + result.m9 = y*z*t - x*sinres; + result.m10 = z*z*t + cosres; + result.m11 = 0.0f; + + result.m12 = 0.0f; + result.m13 = 0.0f; + result.m14 = 0.0f; + result.m15 = 1.0f; + + return result; +} + +// Get x-rotation matrix +// NOTE: Angle must be provided in radians +RMAPI Matrix MatrixRotateX(float angle) +{ + Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity() + + float cosres = cosf(angle); + float sinres = sinf(angle); + + result.m5 = cosres; + result.m6 = sinres; + result.m9 = -sinres; + result.m10 = cosres; + + return result; +} + +// Get y-rotation matrix +// NOTE: Angle must be provided in radians +RMAPI Matrix MatrixRotateY(float angle) +{ + Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity() + + float cosres = cosf(angle); + float sinres = sinf(angle); + + result.m0 = cosres; + result.m2 = -sinres; + result.m8 = sinres; + result.m10 = cosres; + + return result; +} + +// Get z-rotation matrix +// NOTE: Angle must be provided in radians +RMAPI Matrix MatrixRotateZ(float angle) +{ + Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity() + + float cosres = cosf(angle); + float sinres = sinf(angle); + + result.m0 = cosres; + result.m1 = sinres; + result.m4 = -sinres; + result.m5 = cosres; + + return result; +} + + +// Get xyz-rotation matrix +// NOTE: Angle must be provided in radians +RMAPI Matrix MatrixRotateXYZ(Vector3 angle) +{ + Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity() + + float cosz = cosf(-angle.z); + float sinz = sinf(-angle.z); + float cosy = cosf(-angle.y); + float siny = sinf(-angle.y); + float cosx = cosf(-angle.x); + float sinx = sinf(-angle.x); + + result.m0 = cosz*cosy; + result.m1 = (cosz*siny*sinx) - (sinz*cosx); + result.m2 = (cosz*siny*cosx) + (sinz*sinx); + + result.m4 = sinz*cosy; + result.m5 = (sinz*siny*sinx) + (cosz*cosx); + result.m6 = (sinz*siny*cosx) - (cosz*sinx); + + result.m8 = -siny; + result.m9 = cosy*sinx; + result.m10= cosy*cosx; + + return result; +} + +// Get zyx-rotation matrix +// NOTE: Angle must be provided in radians +RMAPI Matrix MatrixRotateZYX(Vector3 angle) +{ + Matrix result = { 0 }; + + float cz = cosf(angle.z); + float sz = sinf(angle.z); + float cy = cosf(angle.y); + float sy = sinf(angle.y); + float cx = cosf(angle.x); + float sx = sinf(angle.x); + + result.m0 = cz*cy; + result.m4 = cz*sy*sx - cx*sz; + result.m8 = sz*sx + cz*cx*sy; + result.m12 = 0; + + result.m1 = cy*sz; + result.m5 = cz*cx + sz*sy*sx; + result.m9 = cx*sz*sy - cz*sx; + result.m13 = 0; + + result.m2 = -sy; + result.m6 = cy*sx; + result.m10 = cy*cx; + result.m14 = 0; + + result.m3 = 0; + result.m7 = 0; + result.m11 = 0; + result.m15 = 1; + + return result; +} + +// Get scaling matrix +RMAPI Matrix MatrixScale(float x, float y, float z) +{ + Matrix result = { x, 0.0f, 0.0f, 0.0f, + 0.0f, y, 0.0f, 0.0f, + 0.0f, 0.0f, z, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f }; + + return result; +} + +// Get perspective projection matrix +RMAPI Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far) +{ + Matrix result = { 0 }; + + float rl = (float)(right - left); + float tb = (float)(top - bottom); + float fn = (float)(far - near); + + result.m0 = ((float)near*2.0f)/rl; + result.m1 = 0.0f; + result.m2 = 0.0f; + result.m3 = 0.0f; + + result.m4 = 0.0f; + result.m5 = ((float)near*2.0f)/tb; + result.m6 = 0.0f; + result.m7 = 0.0f; + + result.m8 = ((float)right + (float)left)/rl; + result.m9 = ((float)top + (float)bottom)/tb; + result.m10 = -((float)far + (float)near)/fn; + result.m11 = -1.0f; + + result.m12 = 0.0f; + result.m13 = 0.0f; + result.m14 = -((float)far*(float)near*2.0f)/fn; + result.m15 = 0.0f; + + return result; +} + +// Get perspective projection matrix +// NOTE: Fovy angle must be provided in radians +RMAPI Matrix MatrixPerspective(double fovy, double aspect, double near, double far) +{ + Matrix result = { 0 }; + + double top = near*tan(fovy*0.5); + double bottom = -top; + double right = top*aspect; + double left = -right; + + // MatrixFrustum(-right, right, -top, top, near, far); + float rl = (float)(right - left); + float tb = (float)(top - bottom); + float fn = (float)(far - near); + + result.m0 = ((float)near*2.0f)/rl; + result.m5 = ((float)near*2.0f)/tb; + result.m8 = ((float)right + (float)left)/rl; + result.m9 = ((float)top + (float)bottom)/tb; + result.m10 = -((float)far + (float)near)/fn; + result.m11 = -1.0f; + result.m14 = -((float)far*(float)near*2.0f)/fn; + + return result; +} + +// Get orthographic projection matrix +RMAPI Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far) +{ + Matrix result = { 0 }; + + float rl = (float)(right - left); + float tb = (float)(top - bottom); + float fn = (float)(far - near); + + result.m0 = 2.0f/rl; + result.m1 = 0.0f; + result.m2 = 0.0f; + result.m3 = 0.0f; + result.m4 = 0.0f; + result.m5 = 2.0f/tb; + result.m6 = 0.0f; + result.m7 = 0.0f; + result.m8 = 0.0f; + result.m9 = 0.0f; + result.m10 = -2.0f/fn; + result.m11 = 0.0f; + result.m12 = -((float)left + (float)right)/rl; + result.m13 = -((float)top + (float)bottom)/tb; + result.m14 = -((float)far + (float)near)/fn; + result.m15 = 1.0f; + + return result; +} + +// Get camera look-at matrix (view matrix) +RMAPI Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up) +{ + Matrix result = { 0 }; + + float length = 0.0f; + float ilength = 0.0f; + + // Vector3Subtract(eye, target) + Vector3 vz = { eye.x - target.x, eye.y - target.y, eye.z - target.z }; + + // Vector3Normalize(vz) + Vector3 v = vz; + length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); + if (length == 0.0f) length = 1.0f; + ilength = 1.0f/length; + vz.x *= ilength; + vz.y *= ilength; + vz.z *= ilength; + + // Vector3CrossProduct(up, vz) + Vector3 vx = { up.y*vz.z - up.z*vz.y, up.z*vz.x - up.x*vz.z, up.x*vz.y - up.y*vz.x }; + + // Vector3Normalize(x) + v = vx; + length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); + if (length == 0.0f) length = 1.0f; + ilength = 1.0f/length; + vx.x *= ilength; + vx.y *= ilength; + vx.z *= ilength; + + // Vector3CrossProduct(vz, vx) + Vector3 vy = { vz.y*vx.z - vz.z*vx.y, vz.z*vx.x - vz.x*vx.z, vz.x*vx.y - vz.y*vx.x }; + + result.m0 = vx.x; + result.m1 = vy.x; + result.m2 = vz.x; + result.m3 = 0.0f; + result.m4 = vx.y; + result.m5 = vy.y; + result.m6 = vz.y; + result.m7 = 0.0f; + result.m8 = vx.z; + result.m9 = vy.z; + result.m10 = vz.z; + result.m11 = 0.0f; + result.m12 = -(vx.x*eye.x + vx.y*eye.y + vx.z*eye.z); // Vector3DotProduct(vx, eye) + result.m13 = -(vy.x*eye.x + vy.y*eye.y + vy.z*eye.z); // Vector3DotProduct(vy, eye) + result.m14 = -(vz.x*eye.x + vz.y*eye.y + vz.z*eye.z); // Vector3DotProduct(vz, eye) + result.m15 = 1.0f; + + return result; +} + +// Get float array of matrix data +RMAPI float16 MatrixToFloatV(Matrix mat) +{ + float16 result = { 0 }; + + result.v[0] = mat.m0; + result.v[1] = mat.m1; + result.v[2] = mat.m2; + result.v[3] = mat.m3; + result.v[4] = mat.m4; + result.v[5] = mat.m5; + result.v[6] = mat.m6; + result.v[7] = mat.m7; + result.v[8] = mat.m8; + result.v[9] = mat.m9; + result.v[10] = mat.m10; + result.v[11] = mat.m11; + result.v[12] = mat.m12; + result.v[13] = mat.m13; + result.v[14] = mat.m14; + result.v[15] = mat.m15; + + return result; +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Quaternion math +//---------------------------------------------------------------------------------- + +// Add two quaternions +RMAPI Quaternion QuaternionAdd(Quaternion q1, Quaternion q2) +{ + Quaternion result = {q1.x + q2.x, q1.y + q2.y, q1.z + q2.z, q1.w + q2.w}; + + return result; +} + +// Add quaternion and float value +RMAPI Quaternion QuaternionAddValue(Quaternion q, float add) +{ + Quaternion result = {q.x + add, q.y + add, q.z + add, q.w + add}; + + return result; +} + +// Subtract two quaternions +RMAPI Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2) +{ + Quaternion result = {q1.x - q2.x, q1.y - q2.y, q1.z - q2.z, q1.w - q2.w}; + + return result; +} + +// Subtract quaternion and float value +RMAPI Quaternion QuaternionSubtractValue(Quaternion q, float sub) +{ + Quaternion result = {q.x - sub, q.y - sub, q.z - sub, q.w - sub}; + + return result; +} + +// Get identity quaternion +RMAPI Quaternion QuaternionIdentity(void) +{ + Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f }; + + return result; +} + +// Computes the length of a quaternion +RMAPI float QuaternionLength(Quaternion q) +{ + float result = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); + + return result; +} + +// Normalize provided quaternion +RMAPI Quaternion QuaternionNormalize(Quaternion q) +{ + Quaternion result = { 0 }; + + float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); + if (length == 0.0f) length = 1.0f; + float ilength = 1.0f/length; + + result.x = q.x*ilength; + result.y = q.y*ilength; + result.z = q.z*ilength; + result.w = q.w*ilength; + + return result; +} + +// Invert provided quaternion +RMAPI Quaternion QuaternionInvert(Quaternion q) +{ + Quaternion result = q; + + float lengthSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w; + + if (lengthSq != 0.0f) + { + float invLength = 1.0f/lengthSq; + + result.x *= -invLength; + result.y *= -invLength; + result.z *= -invLength; + result.w *= invLength; + } + + return result; +} + +// Calculate two quaternion multiplication +RMAPI Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2) +{ + Quaternion result = { 0 }; + + float qax = q1.x, qay = q1.y, qaz = q1.z, qaw = q1.w; + float qbx = q2.x, qby = q2.y, qbz = q2.z, qbw = q2.w; + + result.x = qax*qbw + qaw*qbx + qay*qbz - qaz*qby; + result.y = qay*qbw + qaw*qby + qaz*qbx - qax*qbz; + result.z = qaz*qbw + qaw*qbz + qax*qby - qay*qbx; + result.w = qaw*qbw - qax*qbx - qay*qby - qaz*qbz; + + return result; +} + +// Scale quaternion by float value +RMAPI Quaternion QuaternionScale(Quaternion q, float mul) +{ + Quaternion result = { 0 }; + + result.x = q.x*mul; + result.y = q.y*mul; + result.z = q.z*mul; + result.w = q.w*mul; + + return result; +} + +// Divide two quaternions +RMAPI Quaternion QuaternionDivide(Quaternion q1, Quaternion q2) +{ + Quaternion result = { q1.x/q2.x, q1.y/q2.y, q1.z/q2.z, q1.w/q2.w }; + + return result; +} + +// Calculate linear interpolation between two quaternions +RMAPI Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount) +{ + Quaternion result = { 0 }; + + result.x = q1.x + amount*(q2.x - q1.x); + result.y = q1.y + amount*(q2.y - q1.y); + result.z = q1.z + amount*(q2.z - q1.z); + result.w = q1.w + amount*(q2.w - q1.w); + + return result; +} + +// Calculate slerp-optimized interpolation between two quaternions +RMAPI Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount) +{ + Quaternion result = { 0 }; + + // QuaternionLerp(q1, q2, amount) + result.x = q1.x + amount*(q2.x - q1.x); + result.y = q1.y + amount*(q2.y - q1.y); + result.z = q1.z + amount*(q2.z - q1.z); + result.w = q1.w + amount*(q2.w - q1.w); + + // QuaternionNormalize(q); + Quaternion q = result; + float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); + if (length == 0.0f) length = 1.0f; + float ilength = 1.0f/length; + + result.x = q.x*ilength; + result.y = q.y*ilength; + result.z = q.z*ilength; + result.w = q.w*ilength; + + return result; +} + +// Calculates spherical linear interpolation between two quaternions +RMAPI Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount) +{ + Quaternion result = { 0 }; + + float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w; + + if (cosHalfTheta < 0) + { + q2.x = -q2.x; q2.y = -q2.y; q2.z = -q2.z; q2.w = -q2.w; + cosHalfTheta = -cosHalfTheta; + } + + if (fabsf(cosHalfTheta) >= 1.0f) result = q1; + else if (cosHalfTheta > 0.95f) result = QuaternionNlerp(q1, q2, amount); + else + { + float halfTheta = acosf(cosHalfTheta); + float sinHalfTheta = sqrtf(1.0f - cosHalfTheta*cosHalfTheta); + + if (fabsf(sinHalfTheta) < 0.001f) + { + result.x = (q1.x*0.5f + q2.x*0.5f); + result.y = (q1.y*0.5f + q2.y*0.5f); + result.z = (q1.z*0.5f + q2.z*0.5f); + result.w = (q1.w*0.5f + q2.w*0.5f); + } + else + { + float ratioA = sinf((1 - amount)*halfTheta)/sinHalfTheta; + float ratioB = sinf(amount*halfTheta)/sinHalfTheta; + + result.x = (q1.x*ratioA + q2.x*ratioB); + result.y = (q1.y*ratioA + q2.y*ratioB); + result.z = (q1.z*ratioA + q2.z*ratioB); + result.w = (q1.w*ratioA + q2.w*ratioB); + } + } + + return result; +} + +// Calculate quaternion based on the rotation from one vector to another +RMAPI Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to) +{ + Quaternion result = { 0 }; + + float cos2Theta = (from.x*to.x + from.y*to.y + from.z*to.z); // Vector3DotProduct(from, to) + Vector3 cross = { from.y*to.z - from.z*to.y, from.z*to.x - from.x*to.z, from.x*to.y - from.y*to.x }; // Vector3CrossProduct(from, to) + + result.x = cross.x; + result.y = cross.y; + result.z = cross.z; + result.w = 1.0f + cos2Theta; + + // QuaternionNormalize(q); + // NOTE: Normalize to essentially nlerp the original and identity to 0.5 + Quaternion q = result; + float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); + if (length == 0.0f) length = 1.0f; + float ilength = 1.0f/length; + + result.x = q.x*ilength; + result.y = q.y*ilength; + result.z = q.z*ilength; + result.w = q.w*ilength; + + return result; +} + +// Get a quaternion for a given rotation matrix +RMAPI Quaternion QuaternionFromMatrix(Matrix mat) +{ + Quaternion result = { 0 }; + + float fourWSquaredMinus1 = mat.m0 + mat.m5 + mat.m10; + float fourXSquaredMinus1 = mat.m0 - mat.m5 - mat.m10; + float fourYSquaredMinus1 = mat.m5 - mat.m0 - mat.m10; + float fourZSquaredMinus1 = mat.m10 - mat.m0 - mat.m5; + + int biggestIndex = 0; + float fourBiggestSquaredMinus1 = fourWSquaredMinus1; + if (fourXSquaredMinus1 > fourBiggestSquaredMinus1) + { + fourBiggestSquaredMinus1 = fourXSquaredMinus1; + biggestIndex = 1; + } + + if (fourYSquaredMinus1 > fourBiggestSquaredMinus1) + { + fourBiggestSquaredMinus1 = fourYSquaredMinus1; + biggestIndex = 2; + } + + if (fourZSquaredMinus1 > fourBiggestSquaredMinus1) + { + fourBiggestSquaredMinus1 = fourZSquaredMinus1; + biggestIndex = 3; + } + + float biggestVal = sqrtf(fourBiggestSquaredMinus1 + 1.0f) * 0.5f; + float mult = 0.25f / biggestVal; + + switch (biggestIndex) + { + case 0: + result.w = biggestVal; + result.x = (mat.m6 - mat.m9) * mult; + result.y = (mat.m8 - mat.m2) * mult; + result.z = (mat.m1 - mat.m4) * mult; + break; + case 1: + result.x = biggestVal; + result.w = (mat.m6 - mat.m9) * mult; + result.y = (mat.m1 + mat.m4) * mult; + result.z = (mat.m8 + mat.m2) * mult; + break; + case 2: + result.y = biggestVal; + result.w = (mat.m8 - mat.m2) * mult; + result.x = (mat.m1 + mat.m4) * mult; + result.z = (mat.m6 + mat.m9) * mult; + break; + case 3: + result.z = biggestVal; + result.w = (mat.m1 - mat.m4) * mult; + result.x = (mat.m8 + mat.m2) * mult; + result.y = (mat.m6 + mat.m9) * mult; + break; + } + + return result; +} + +// Get a matrix for a given quaternion +RMAPI Matrix QuaternionToMatrix(Quaternion q) +{ + Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity() + + float a2 = q.x*q.x; + float b2 = q.y*q.y; + float c2 = q.z*q.z; + float ac = q.x*q.z; + float ab = q.x*q.y; + float bc = q.y*q.z; + float ad = q.w*q.x; + float bd = q.w*q.y; + float cd = q.w*q.z; + + result.m0 = 1 - 2*(b2 + c2); + result.m1 = 2*(ab + cd); + result.m2 = 2*(ac - bd); + + result.m4 = 2*(ab - cd); + result.m5 = 1 - 2*(a2 + c2); + result.m6 = 2*(bc + ad); + + result.m8 = 2*(ac + bd); + result.m9 = 2*(bc - ad); + result.m10 = 1 - 2*(a2 + b2); + + return result; +} + +// Get rotation quaternion for an angle and axis +// NOTE: Angle must be provided in radians +RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle) +{ + Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f }; + + float axisLength = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z); + + if (axisLength != 0.0f) + { + angle *= 0.5f; + + float length = 0.0f; + float ilength = 0.0f; + + // Vector3Normalize(axis) + Vector3 v = axis; + length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); + if (length == 0.0f) length = 1.0f; + ilength = 1.0f/length; + axis.x *= ilength; + axis.y *= ilength; + axis.z *= ilength; + + float sinres = sinf(angle); + float cosres = cosf(angle); + + result.x = axis.x*sinres; + result.y = axis.y*sinres; + result.z = axis.z*sinres; + result.w = cosres; + + // QuaternionNormalize(q); + Quaternion q = result; + length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); + if (length == 0.0f) length = 1.0f; + ilength = 1.0f/length; + result.x = q.x*ilength; + result.y = q.y*ilength; + result.z = q.z*ilength; + result.w = q.w*ilength; + } + + return result; +} + +// Get the rotation angle and axis for a given quaternion +RMAPI void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle) +{ + if (fabsf(q.w) > 1.0f) + { + // QuaternionNormalize(q); + float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); + if (length == 0.0f) length = 1.0f; + float ilength = 1.0f/length; + + q.x = q.x*ilength; + q.y = q.y*ilength; + q.z = q.z*ilength; + q.w = q.w*ilength; + } + + Vector3 resAxis = { 0.0f, 0.0f, 0.0f }; + float resAngle = 2.0f*acosf(q.w); + float den = sqrtf(1.0f - q.w*q.w); + + if (den > 0.0001f) + { + resAxis.x = q.x/den; + resAxis.y = q.y/den; + resAxis.z = q.z/den; + } + else + { + // This occurs when the angle is zero. + // Not a problem: just set an arbitrary normalized axis. + resAxis.x = 1.0f; + } + + *outAxis = resAxis; + *outAngle = resAngle; +} + +// Get the quaternion equivalent to Euler angles +// NOTE: Rotation order is ZYX +RMAPI Quaternion QuaternionFromEuler(float pitch, float yaw, float roll) +{ + Quaternion result = { 0 }; + + float x0 = cosf(pitch*0.5f); + float x1 = sinf(pitch*0.5f); + float y0 = cosf(yaw*0.5f); + float y1 = sinf(yaw*0.5f); + float z0 = cosf(roll*0.5f); + float z1 = sinf(roll*0.5f); + + result.x = x1*y0*z0 - x0*y1*z1; + result.y = x0*y1*z0 + x1*y0*z1; + result.z = x0*y0*z1 - x1*y1*z0; + result.w = x0*y0*z0 + x1*y1*z1; + + return result; +} + +// Get the Euler angles equivalent to quaternion (roll, pitch, yaw) +// NOTE: Angles are returned in a Vector3 struct in radians +RMAPI Vector3 QuaternionToEuler(Quaternion q) +{ + Vector3 result = { 0 }; + + // Roll (x-axis rotation) + float x0 = 2.0f*(q.w*q.x + q.y*q.z); + float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y); + result.x = atan2f(x0, x1); + + // Pitch (y-axis rotation) + float y0 = 2.0f*(q.w*q.y - q.z*q.x); + y0 = y0 > 1.0f ? 1.0f : y0; + y0 = y0 < -1.0f ? -1.0f : y0; + result.y = asinf(y0); + + // Yaw (z-axis rotation) + float z0 = 2.0f*(q.w*q.z + q.x*q.y); + float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z); + result.z = atan2f(z0, z1); + + return result; +} + +// Transform a quaternion given a transformation matrix +RMAPI Quaternion QuaternionTransform(Quaternion q, Matrix mat) +{ + Quaternion result = { 0 }; + + result.x = mat.m0*q.x + mat.m4*q.y + mat.m8*q.z + mat.m12*q.w; + result.y = mat.m1*q.x + mat.m5*q.y + mat.m9*q.z + mat.m13*q.w; + result.z = mat.m2*q.x + mat.m6*q.y + mat.m10*q.z + mat.m14*q.w; + result.w = mat.m3*q.x + mat.m7*q.y + mat.m11*q.z + mat.m15*q.w; + + return result; +} + +// Check whether two given quaternions are almost equal +RMAPI int QuaternionEquals(Quaternion p, Quaternion q) +{ + int result = (((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) && + ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) && + ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) && + ((fabsf(p.w - q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w)))))) || + (((fabsf(p.x + q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) && + ((fabsf(p.y + q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) && + ((fabsf(p.z + q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) && + ((fabsf(p.w + q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w)))))); + + return result; +} + +//only define these when building yesmath +#ifdef YESMATH +typedef _Bool bool; + +// Ray, ray for raycasting +typedef struct Ray { + Vector3 position; // Ray position (origin) + Vector3 direction; // Ray direction (normalized) +} Ray; + +// RayCollision, ray hit information +typedef struct RayCollision { + bool hit; // Did the ray hit something? + float distance; // Distance to the nearest hit + Vector3 point; // Point of the nearest hit + Vector3 normal; // Surface normal of hit +} RayCollision; + +// BoundingBox +typedef struct BoundingBox { + Vector3 min; // Minimum vertex box-corner + Vector3 max; // Maximum vertex box-corner +} BoundingBox; + +// Camera type, defines a camera position/orientation in 3d space +typedef struct Camera3D { + Vector3 position; // Camera position + Vector3 target; // Camera target it looks-at + Vector3 up; // Camera up vector (rotation over its axis) + float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic + int projection; // Camera projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC +} Camera3D; + +extern RayCollision GetRayCollisionBox(Ray ray, BoundingBox bbox); + +#endif + +//"fixes" a weird bug with calling GetRayCollisionBox inside a method +RayCollision ObjectiveCBugFixRaycast(Camera3D camera, BoundingBox bbox) { + Vector3 direction = Vector3Subtract(camera.target, camera.position); + direction = Vector3Normalize(direction); + RayCollision rc = GetRayCollisionBox((Ray){camera.position, direction}, bbox); + return rc; +} + +Vector3 MidpointBoundingBox(BoundingBox bbox) { + Vector3 a = Vector3Add(bbox.min, bbox.max); + return Vector3Divide(a, (Vector3){2.0f, 2.0f, 2.0f}); +} diff --git a/yesmath/raymath.h b/yesmath/raymath.h new file mode 100644 index 0000000..1a42aad --- /dev/null +++ b/yesmath/raymath.h @@ -0,0 +1,585 @@ +/********************************************************************************************** +* +* raymath v1.5 - Math functions to work with Vector2, Vector3, Matrix and Quaternions +* +* CONFIGURATION: +* +* #define RAYMATH_IMPLEMENTATION +* Generates the implementation of the library into the included file. +* If not defined, the library is in header only mode and can be included in other headers +* or source files without problems. But only ONE file should hold the implementation. +* +* #define RAYMATH_STATIC_INLINE +* Define static inline functions code, so #include header suffices for use. +* This may use up lots of memory. +* +* CONVENTIONS: +* +* - Functions are always self-contained, no function use another raymath function inside, +* required code is directly re-implemented inside +* - Functions input parameters are always received by value (2 unavoidable exceptions); +* - Functions use always a "result" variable for return +* - Functions are always defined inline +* - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience); +* +* +* LICENSE: zlib/libpng +* +* Copyright (c); 2015-2023 Ramon Santamaria (@raysan5); +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#ifndef RAYMATH_H +#define RAYMATH_H + +#if defined(RAYMATH_IMPLEMENTATION) && defined(RAYMATH_STATIC_INLINE) + #error "Specifying both RAYMATH_IMPLEMENTATION and RAYMATH_STATIC_INLINE is contradictory" +#endif + +// Function specifiers definition +#if defined(RAYMATH_IMPLEMENTATION) + #if defined(_WIN32); && defined(BUILD_LIBTYPE_SHARED); + #define RMAPI __declspec(dllexport); extern inline // We are building raylib as a Win32 shared library (.dll);. + #elif defined(_WIN32); && defined(USE_LIBTYPE_SHARED); + #define RMAPI __declspec(dllimport); // We are using raylib as a Win32 shared library (.dll); + #else + #define RMAPI extern inline // Provide external definition + #endif +#elif defined(RAYMATH_STATIC_INLINE) + #define RMAPI static inline // Functions may be inlined, no external out-of-line definition +#else + #if defined(__TINYC__) + #define RMAPI static inline // plain inline not supported by tinycc (See issue #435); + #else + #define RMAPI inline // Functions may be inlined or external definition used + #endif +#endif + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +#ifndef PI + #define PI 3.14159265358979323846f +#endif + +#ifndef EPSILON + #define EPSILON 0.000001f +#endif + +#ifndef DEG2RAD + #define DEG2RAD (PI/180.0f) +#endif + +#ifndef RAD2DEG + #define RAD2DEG (180.0f/PI) +#endif + +// Get float vector for Matrix +#ifndef MatrixToFloat + #define MatrixToFloat(mat) (MatrixToFloatV(mat).v) +#endif + +// Get float vector for Vector3 +#ifndef Vector3ToFloat + #define Vector3ToFloat(vec) (Vector3ToFloatV(vec).v) +#endif + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +#if !defined(RL_VECTOR2_TYPE) +// Vector2 type +typedef struct Vector2 { + float x; + float y; +} Vector2; +#define RL_VECTOR2_TYPE +#endif + +#if !defined(RL_VECTOR3_TYPE) +// Vector3 type +typedef struct Vector3 { + float x; + float y; + float z; +} Vector3; +#define RL_VECTOR3_TYPE +#endif + +#if !defined(RL_VECTOR4_TYPE) +// Vector4 type +typedef struct Vector4 { + float x; + float y; + float z; + float w; +} Vector4; +#define RL_VECTOR4_TYPE +#endif + +#if !defined(RL_QUATERNION_TYPE) +// Quaternion type +typedef Vector4 Quaternion; +#define RL_QUATERNION_TYPE +#endif + +#if !defined(RL_MATRIX_TYPE) +// Matrix type (OpenGL style 4x4 - right handed, column major); +typedef struct Matrix { + float m0, m4, m8, m12; // Matrix first row (4 components); + float m1, m5, m9, m13; // Matrix second row (4 components); + float m2, m6, m10, m14; // Matrix third row (4 components); + float m3, m7, m11, m15; // Matrix fourth row (4 components); +} Matrix; +#define RL_MATRIX_TYPE +#endif + +// NOTE: Helper types to be used instead of array return types for *ToFloat functions +typedef struct float3 { + float v[3]; +} float3; + +typedef struct float16 { + float v[16]; +} float16; + +#include // Required for: sinf();, cosf();, tan();, atan2f();, sqrtf();, floor();, fminf();, fmaxf();, fabs(); + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Utils math +//---------------------------------------------------------------------------------- + +// Clamp float value +RMAPI float Clamp(float value, float min, float max);; + +// Calculate linear interpolation between two floats +RMAPI float Lerp(float start, float end, float amount);; + +// Normalize input value within input range +RMAPI float Normalize(float value, float start, float end);; + +// Remap input value within input range to output range +RMAPI float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd);; + +// Wrap input value from min to max +RMAPI float Wrap(float value, float min, float max);; + +// Check whether two given floats are almost equal +RMAPI int FloatEquals(float x, float y);; + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Vector2 math +//---------------------------------------------------------------------------------- + +// Vector with components value 0.0f +RMAPI Vector2 Vector2Zero(void);; + +// Vector with components value 1.0f +RMAPI Vector2 Vector2One(void);; + +// Add two vectors (v1 + v2); +RMAPI Vector2 Vector2Add(Vector2 v1, Vector2 v2);; + +// Add vector and float value +RMAPI Vector2 Vector2AddValue(Vector2 v, float add); + +// Subtract two vectors (v1 - v2); +RMAPI Vector2 Vector2Subtract(Vector2 v1, Vector2 v2); + +// Subtract vector by float value +RMAPI Vector2 Vector2SubtractValue(Vector2 v, float sub); + +// Calculate vector length +RMAPI float Vector2Length(Vector2 v); + +// Calculate vector square length +RMAPI float Vector2LengthSqr(Vector2 v); + +// Calculate two vectors dot product +RMAPI float Vector2DotProduct(Vector2 v1, Vector2 v2); + +// Calculate distance between two vectors +RMAPI float Vector2Distance(Vector2 v1, Vector2 v2); + +// Calculate square distance between two vectors +RMAPI float Vector2DistanceSqr(Vector2 v1, Vector2 v2); + +// Calculate angle between two vectors +// NOTE: Angle is calculated from origin point (0, 0); +RMAPI float Vector2Angle(Vector2 v1, Vector2 v2); + +// Calculate angle defined by a two vectors line +// NOTE: Parameters need to be normalized +// Current implementation should be aligned with glm::angle +RMAPI float Vector2LineAngle(Vector2 start, Vector2 end); + +// Scale vector (multiply by value); +RMAPI Vector2 Vector2Scale(Vector2 v, float scale); + +// Multiply vector by vector +RMAPI Vector2 Vector2Multiply(Vector2 v1, Vector2 v2); + +// Negate vector +RMAPI Vector2 Vector2Negate(Vector2 v); +// Divide vector by vector +RMAPI Vector2 Vector2Divide(Vector2 v1, Vector2 v2); +// Normalize provided vector +RMAPI Vector2 Vector2Normalize(Vector2 v); + +// Transforms a Vector2 by a given Matrix +RMAPI Vector2 Vector2Transform(Vector2 v, Matrix mat); + +// Calculate linear interpolation between two vectors +RMAPI Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount); + +// Calculate reflected vector to normal +RMAPI Vector2 Vector2Reflect(Vector2 v, Vector2 normal); + +// Rotate vector by angle +RMAPI Vector2 Vector2Rotate(Vector2 v, float angle); + +// Move Vector towards target +RMAPI Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance); + +// Invert the given vector +RMAPI Vector2 Vector2Invert(Vector2 v); +// Clamp the components of the vector between +// min and max values specified by the given vectors +RMAPI Vector2 Vector2Clamp(Vector2 v, Vector2 min, Vector2 max); + +// Clamp the magnitude of the vector between two min and max values +RMAPI Vector2 Vector2ClampValue(Vector2 v, float min, float max); + +// Check whether two given vectors are almost equal +RMAPI int Vector2Equals(Vector2 p, Vector2 q); + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Vector3 math +//---------------------------------------------------------------------------------- + +// Vector with components value 0.0f +RMAPI Vector3 Vector3Zero(void); + +// Vector with components value 1.0f +RMAPI Vector3 Vector3One(void); + +// Add two vectors +RMAPI Vector3 Vector3Add(Vector3 v1, Vector3 v2); + +// Add vector and float value +RMAPI Vector3 Vector3AddValue(Vector3 v, float add); + +// Subtract two vectors +RMAPI Vector3 Vector3Subtract(Vector3 v1, Vector3 v2); + +// Subtract vector by float value +RMAPI Vector3 Vector3SubtractValue(Vector3 v, float sub); + +// Multiply vector by scalar +RMAPI Vector3 Vector3Scale(Vector3 v, float scalar); + +// Multiply vector by vector +RMAPI Vector3 Vector3Multiply(Vector3 v1, Vector3 v2); + +// Calculate two vectors cross product +RMAPI Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2); + +// Calculate one vector perpendicular vector +RMAPI Vector3 Vector3Perpendicular(Vector3 v); + +// Calculate vector length +RMAPI float Vector3Length(const Vector3 v); + +// Calculate vector square length +RMAPI float Vector3LengthSqr(const Vector3 v); + +// Calculate two vectors dot product +RMAPI float Vector3DotProduct(Vector3 v1, Vector3 v2); + +// Calculate distance between two vectors +RMAPI float Vector3Distance(Vector3 v1, Vector3 v2); + +// Calculate square distance between two vectors +RMAPI float Vector3DistanceSqr(Vector3 v1, Vector3 v2); + +// Calculate angle between two vectors +RMAPI float Vector3Angle(Vector3 v1, Vector3 v2); + +// Negate provided vector (invert direction); +RMAPI Vector3 Vector3Negate(Vector3 v); + +// Divide vector by vector +RMAPI Vector3 Vector3Divide(Vector3 v1, Vector3 v2); + +// Normalize provided vector +RMAPI Vector3 Vector3Normalize(Vector3 v); + +// Orthonormalize provided vectors +// Makes vectors normalized and orthogonal to each other +// Gram-Schmidt function implementation +RMAPI void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2); + +// Transforms a Vector3 by a given Matrix +RMAPI Vector3 Vector3Transform(Vector3 v, Matrix mat); + +// Transform a vector by quaternion rotation +RMAPI Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q); + +// Rotates a vector around an axis +RMAPI Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle); + +// Calculate linear interpolation between two vectors +RMAPI Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount); + +// Calculate reflected vector to normal +RMAPI Vector3 Vector3Reflect(Vector3 v, Vector3 normal); + +// Get min value for each pair of components +RMAPI Vector3 Vector3Min(Vector3 v1, Vector3 v2); +// Get max value for each pair of components +RMAPI Vector3 Vector3Max(Vector3 v1, Vector3 v2); + +// Compute barycenter coordinates (u, v, w); for point p with respect to triangle (a, b, c); +// NOTE: Assumes P is on the plane of the triangle +RMAPI Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c); + +// Projects a Vector3 from screen space into object space +// NOTE: We are avoiding calling other raymath functions despite available +RMAPI Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view); + +// Get Vector3 as float array +RMAPI float3 Vector3ToFloatV(Vector3 v); + +// Invert the given vector +RMAPI Vector3 Vector3Invert(Vector3 v); + +// Clamp the components of the vector between +// min and max values specified by the given vectors +RMAPI Vector3 Vector3Clamp(Vector3 v, Vector3 min, Vector3 max); + +// Clamp the magnitude of the vector between two values +RMAPI Vector3 Vector3ClampValue(Vector3 v, float min, float max); + +// Check whether two given vectors are almost equal +RMAPI int Vector3Equals(Vector3 p, Vector3 q); + +// Compute the direction of a refracted ray where v specifies the +// normalized direction of the incoming ray, n specifies the +// normalized normal vector of the interface of two optical media, +// and r specifies the ratio of the refractive index of the medium +// from where the ray comes to the refractive index of the medium +// on the other side of the surface +RMAPI Vector3 Vector3Refract(Vector3 v, Vector3 n, float r); + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Matrix math +//---------------------------------------------------------------------------------- + +// Compute matrix determinant +RMAPI float MatrixDeterminant(Matrix mat); + +// Get the trace of the matrix (sum of the values along the diagonal); +RMAPI float MatrixTrace(Matrix mat); + +// Transposes provided matrix +RMAPI Matrix MatrixTranspose(Matrix mat); + +// Invert provided matrix +RMAPI Matrix MatrixInvert(Matrix mat); + +// Get identity matrix +RMAPI Matrix MatrixIdentity(void); + +// Add two matrices +RMAPI Matrix MatrixAdd(Matrix left, Matrix right); + +// Subtract two matrices (left - right); +RMAPI Matrix MatrixSubtract(Matrix left, Matrix right); + +// Get two matrix multiplication +// NOTE: When multiplying matrices... the order matters! +RMAPI Matrix MatrixMultiply(Matrix left, Matrix right); + +// Get translation matrix +RMAPI Matrix MatrixTranslate(float x, float y, float z); + +// Create rotation matrix from axis and angle +// NOTE: Angle should be provided in radians +RMAPI Matrix MatrixRotate(Vector3 axis, float angle); + +// Get x-rotation matrix +// NOTE: Angle must be provided in radians +RMAPI Matrix MatrixRotateX(float angle); + +// Get y-rotation matrix +// NOTE: Angle must be provided in radians +RMAPI Matrix MatrixRotateY(float angle); + +// Get z-rotation matrix +// NOTE: Angle must be provided in radians +RMAPI Matrix MatrixRotateZ(float angle); + + +// Get xyz-rotation matrix +// NOTE: Angle must be provided in radians +RMAPI Matrix MatrixRotateXYZ(Vector3 angle); + +// Get zyx-rotation matrix +// NOTE: Angle must be provided in radians +RMAPI Matrix MatrixRotateZYX(Vector3 angle); + +// Get scaling matrix +RMAPI Matrix MatrixScale(float x, float y, float z); + +// Get perspective projection matrix +RMAPI Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far); + +// Get perspective projection matrix +// NOTE: Fovy angle must be provided in radians +RMAPI Matrix MatrixPerspective(double fovy, double aspect, double near, double far); + +// Get orthographic projection matrix +RMAPI Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far); + +// Get camera look-at matrix (view matrix); +RMAPI Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up); + +// Get float array of matrix data +RMAPI float16 MatrixToFloatV(Matrix mat); + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Quaternion math +//---------------------------------------------------------------------------------- + +// Add two quaternions +RMAPI Quaternion QuaternionAdd(Quaternion q1, Quaternion q2); + +// Add quaternion and float value +RMAPI Quaternion QuaternionAddValue(Quaternion q, float add); + +// Subtract two quaternions +RMAPI Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2); + +// Subtract quaternion and float value +RMAPI Quaternion QuaternionSubtractValue(Quaternion q, float sub); + +// Get identity quaternion +RMAPI Quaternion QuaternionIdentity(void); + +// Computes the length of a quaternion +RMAPI float QuaternionLength(Quaternion q); + +// Normalize provided quaternion +RMAPI Quaternion QuaternionNormalize(Quaternion q); + +// Invert provided quaternion +RMAPI Quaternion QuaternionInvert(Quaternion q); + +// Calculate two quaternion multiplication +RMAPI Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2); +// Scale quaternion by float value +RMAPI Quaternion QuaternionScale(Quaternion q, float mul); + +// Divide two quaternions +RMAPI Quaternion QuaternionDivide(Quaternion q1, Quaternion q2); + +// Calculate linear interpolation between two quaternions +RMAPI Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount); + +// Calculate slerp-optimized interpolation between two quaternions +RMAPI Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount); + +// Calculates spherical linear interpolation between two quaternions +RMAPI Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount); + +// Calculate quaternion based on the rotation from one vector to another +RMAPI Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to); + +// Get a quaternion for a given rotation matrix +RMAPI Quaternion QuaternionFromMatrix(Matrix mat); + +// Get a matrix for a given quaternion +RMAPI Matrix QuaternionToMatrix(Quaternion q); + +// Get rotation quaternion for an angle and axis +// NOTE: Angle must be provided in radians +RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle); + +// Get the rotation angle and axis for a given quaternion +RMAPI void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle); +// Get the quaternion equivalent to Euler angles +// NOTE: Rotation order is ZYX +RMAPI Quaternion QuaternionFromEuler(float pitch, float yaw, float roll); + +// Get the Euler angles equivalent to quaternion (roll, pitch, yaw); +// NOTE: Angles are returned in a Vector3 struct in radians +RMAPI Vector3 QuaternionToEuler(Quaternion q); + +// Transform a quaternion given a transformation matrix +RMAPI Quaternion QuaternionTransform(Quaternion q, Matrix mat); + +// Check whether two given quaternions are almost equal +RMAPI int QuaternionEquals(Quaternion p, Quaternion q); + +//only define these when building yesmath +#ifdef YESMATH +// Ray, ray for raycasting +typedef struct Ray { + Vector3 position; // Ray position (origin) + Vector3 direction; // Ray direction (normalized) +} Ray; + +// RayCollision, ray hit information +typedef struct RayCollision { + bool hit; // Did the ray hit something? + float distance; // Distance to the nearest hit + Vector3 point; // Point of the nearest hit + Vector3 normal; // Surface normal of hit +} RayCollision; + +// BoundingBox +typedef struct BoundingBox { + Vector3 min; // Minimum vertex box-corner + Vector3 max; // Maximum vertex box-corner +} BoundingBox; + +// Camera type, defines a camera position/orientation in 3d space +typedef struct Camera3D { + Vector3 position; // Camera position + Vector3 target; // Camera target it looks-at + Vector3 up; // Camera up vector (rotation over its axis) + float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic + int projection; // Camera projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC +} Camera3D; + +#endif + +//"fixes" a weird bug with calling GetRayCollisionBox inside a method +RayCollision ObjectiveCBugFixRaycast(Camera camera, BoundingBox bbox) { + Vector3 direction = Vector3Subtract(camera.target, camera.position); + direction = Vector3Normalize(direction); + RayCollision rc = GetRayCollisionBox((Ray){camera.position, direction}, bbox); + return rc; +} + +Vector3 MidpointBoundingBox(BoundingBox bbox) { + Vector3 a = Vector3Add(bbox.min, bbox.max); + return Vector3Divide(a, (Vector3){2.0f, 2.0f, 2.0f}); +} + +#endif // RAYMATH_H diff --git a/yesmath/rcamera.h b/yesmath/rcamera.h new file mode 100644 index 0000000..6e7d680 --- /dev/null +++ b/yesmath/rcamera.h @@ -0,0 +1,550 @@ +/******************************************************************************************* +* +* rcamera - Basic camera system with support for multiple camera modes +* +* CONFIGURATION: +* #define RCAMERA_IMPLEMENTATION +* Generates the implementation of the library into the included file. +* If not defined, the library is in header only mode and can be included in other headers +* or source files without problems. But only ONE file should hold the implementation. +* +* #define RCAMERA_STANDALONE +* If defined, the library can be used as standalone as a camera system but some +* functions must be redefined to manage inputs accordingly. +* +* CONTRIBUTORS: +* Ramon Santamaria: Supervision, review, update and maintenance +* Christoph Wagner: Complete redesign, using raymath (2022) +* Marc Palau: Initial implementation (2014) +* +* +* LICENSE: zlib/libpng +* +* Copyright (c) 2022-2024 Christoph Wagner (@Crydsch) & Ramon Santamaria (@raysan5) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#ifndef RCAMERA_H +#define RCAMERA_H + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +// Function specifiers definition + +// Function specifiers in case library is build/used as a shared library (Windows) +// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll +#if defined(_WIN32) +#if defined(BUILD_LIBTYPE_SHARED) +#if defined(__TINYC__) +#define __declspec(x) __attribute__((x)) +#endif +#define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll) +#elif defined(USE_LIBTYPE_SHARED) +#define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll) +#endif +#endif + +#ifndef RLAPI + #define RLAPI // Functions defined as 'extern' by default (implicit specifiers) +#endif + +#if defined(RCAMERA_STANDALONE) + #define CAMERA_CULL_DISTANCE_NEAR 0.01 + #define CAMERA_CULL_DISTANCE_FAR 1000.0 +#else + #define CAMERA_CULL_DISTANCE_NEAR RL_CULL_DISTANCE_NEAR + #define CAMERA_CULL_DISTANCE_FAR RL_CULL_DISTANCE_FAR +#endif + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +// NOTE: Below types are required for standalone usage +//---------------------------------------------------------------------------------- +#if defined(RCAMERA_STANDALONE) + // Vector2, 2 components + typedef struct Vector2 { + float x; // Vector x component + float y; // Vector y component + } Vector2; + + // Vector3, 3 components + typedef struct Vector3 { + float x; // Vector x component + float y; // Vector y component + float z; // Vector z component + } Vector3; + + // Matrix, 4x4 components, column major, OpenGL style, right-handed + typedef struct Matrix { + float m0, m4, m8, m12; // Matrix first row (4 components) + float m1, m5, m9, m13; // Matrix second row (4 components) + float m2, m6, m10, m14; // Matrix third row (4 components) + float m3, m7, m11, m15; // Matrix fourth row (4 components) + } Matrix; + + // Camera type, defines a camera position/orientation in 3d space + typedef struct Camera3D { + Vector3 position; // Camera position + Vector3 target; // Camera target it looks-at + Vector3 up; // Camera up vector (rotation over its axis) + float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic + int projection; // Camera projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC + } Camera3D; + + typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D + + // Camera projection + typedef enum { + CAMERA_PERSPECTIVE = 0, // Perspective projection + CAMERA_ORTHOGRAPHIC // Orthographic projection + } CameraProjection; + + // Camera system modes + typedef enum { + CAMERA_CUSTOM = 0, // Camera custom, controlled by user (UpdateCamera() does nothing) + CAMERA_FREE, // Camera free mode + CAMERA_ORBITAL, // Camera orbital, around target, zoom supported + CAMERA_FIRST_PERSON, // Camera first person + CAMERA_THIRD_PERSON // Camera third person + } CameraMode; +#endif + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +//... + +//---------------------------------------------------------------------------------- +// Module Functions Declaration +//---------------------------------------------------------------------------------- + +#if defined(__cplusplus) +extern "C" { // Prevents name mangling of functions +#endif + +RLAPI Vector3 GetCameraForward(Camera *camera); +RLAPI Vector3 GetCameraUp(Camera *camera); +RLAPI Vector3 GetCameraRight(Camera *camera); + +// Camera movement +RLAPI void CameraMoveForward(Camera *camera, float distance, bool moveInWorldPlane); +RLAPI void CameraMoveUp(Camera *camera, float distance); +RLAPI void CameraMoveRight(Camera *camera, float distance, bool moveInWorldPlane); +RLAPI void CameraMoveToTarget(Camera *camera, float delta); + +// Camera rotation +RLAPI void CameraYaw(Camera *camera, float angle, bool rotateAroundTarget); +RLAPI void CameraPitch(Camera *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp); +RLAPI void CameraRoll(Camera *camera, float angle); + +RLAPI Matrix GetCameraViewMatrix(Camera *camera); +RLAPI Matrix GetCameraProjectionMatrix(Camera* camera, float aspect); + +#if defined(__cplusplus) +} +#endif + +#endif // RCAMERA_H + + +/*********************************************************************************** +* +* CAMERA IMPLEMENTATION +* +************************************************************************************/ + +#if defined(RCAMERA_IMPLEMENTATION) + +#include "raymath.h" // Required for vector maths: + // Vector3Add() + // Vector3Subtract() + // Vector3Scale() + // Vector3Normalize() + // Vector3Distance() + // Vector3CrossProduct() + // Vector3RotateByAxisAngle() + // Vector3Angle() + // Vector3Negate() + // MatrixLookAt() + // MatrixPerspective() + // MatrixOrtho() + // MatrixIdentity() + +// raylib required functionality: + // GetMouseDelta() + // GetMouseWheelMove() + // IsKeyDown() + // IsKeyPressed() + // GetFrameTime() + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +#define CAMERA_MOVE_SPEED 0.09f +#define CAMERA_ROTATION_SPEED 0.03f +#define CAMERA_PAN_SPEED 0.2f + +// Camera mouse movement sensitivity +#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f // TODO: it should be independant of framerate + +// Camera orbital speed in CAMERA_ORBITAL mode +#define CAMERA_ORBITAL_SPEED 0.5f // Radians per second + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +//... + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +//... + +//---------------------------------------------------------------------------------- +// Module specific Functions Declaration +//---------------------------------------------------------------------------------- +//... + +//---------------------------------------------------------------------------------- +// Module Functions Definition +//---------------------------------------------------------------------------------- +// Returns the cameras forward vector (normalized) +Vector3 GetCameraForward(Camera *camera) +{ + return Vector3Normalize(Vector3Subtract(camera->target, camera->position)); +} + +// Returns the cameras up vector (normalized) +// Note: The up vector might not be perpendicular to the forward vector +Vector3 GetCameraUp(Camera *camera) +{ + return Vector3Normalize(camera->up); +} + +// Returns the cameras right vector (normalized) +Vector3 GetCameraRight(Camera *camera) +{ + Vector3 forward = GetCameraForward(camera); + Vector3 up = GetCameraUp(camera); + + return Vector3Normalize(Vector3CrossProduct(forward, up)); +} + +// Moves the camera in its forward direction +void CameraMoveForward(Camera *camera, float distance, bool moveInWorldPlane) +{ + Vector3 forward = GetCameraForward(camera); + + if (moveInWorldPlane) + { + // Project vector onto world plane + forward.y = 0; + forward = Vector3Normalize(forward); + } + + // Scale by distance + forward = Vector3Scale(forward, distance); + + // Move position and target + camera->position = Vector3Add(camera->position, forward); + camera->target = Vector3Add(camera->target, forward); +} + +// Moves the camera in its up direction +void CameraMoveUp(Camera *camera, float distance) +{ + Vector3 up = GetCameraUp(camera); + + // Scale by distance + up = Vector3Scale(up, distance); + + // Move position and target + camera->position = Vector3Add(camera->position, up); + camera->target = Vector3Add(camera->target, up); +} + +// Moves the camera target in its current right direction +void CameraMoveRight(Camera *camera, float distance, bool moveInWorldPlane) +{ + Vector3 right = GetCameraRight(camera); + + if (moveInWorldPlane) + { + // Project vector onto world plane + right.y = 0; + right = Vector3Normalize(right); + } + + // Scale by distance + right = Vector3Scale(right, distance); + + // Move position and target + camera->position = Vector3Add(camera->position, right); + camera->target = Vector3Add(camera->target, right); +} + +// Moves the camera position closer/farther to/from the camera target +void CameraMoveToTarget(Camera *camera, float delta) +{ + float distance = Vector3Distance(camera->position, camera->target); + + // Apply delta + distance += delta; + + // Distance must be greater than 0 + if (distance <= 0) distance = 0.001f; + + // Set new distance by moving the position along the forward vector + Vector3 forward = GetCameraForward(camera); + camera->position = Vector3Add(camera->target, Vector3Scale(forward, -distance)); +} + +// Rotates the camera around its up vector +// Yaw is "looking left and right" +// If rotateAroundTarget is false, the camera rotates around its position +// Note: angle must be provided in radians +void CameraYaw(Camera *camera, float angle, bool rotateAroundTarget) +{ + // Rotation axis + Vector3 up = GetCameraUp(camera); + + // View vector + Vector3 targetPosition = Vector3Subtract(camera->target, camera->position); + + // Rotate view vector around up axis + targetPosition = Vector3RotateByAxisAngle(targetPosition, up, angle); + + if (rotateAroundTarget) + { + // Move position relative to target + camera->position = Vector3Subtract(camera->target, targetPosition); + } + else // rotate around camera.position + { + // Move target relative to position + camera->target = Vector3Add(camera->position, targetPosition); + } +} + +// Rotates the camera around its right vector, pitch is "looking up and down" +// - lockView prevents camera overrotation (aka "somersaults") +// - rotateAroundTarget defines if rotation is around target or around its position +// - rotateUp rotates the up direction as well (typically only usefull in CAMERA_FREE) +// NOTE: angle must be provided in radians +void CameraPitch(Camera *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp) +{ + // Up direction + Vector3 up = GetCameraUp(camera); + + // View vector + Vector3 targetPosition = Vector3Subtract(camera->target, camera->position); + + if (lockView) + { + // In these camera modes we clamp the Pitch angle + // to allow only viewing straight up or down. + + // Clamp view up + float maxAngleUp = Vector3Angle(up, targetPosition); + maxAngleUp -= 0.001f; // avoid numerical errors + if (angle > maxAngleUp) angle = maxAngleUp; + + // Clamp view down + float maxAngleDown = Vector3Angle(Vector3Negate(up), targetPosition); + maxAngleDown *= -1.0f; // downwards angle is negative + maxAngleDown += 0.001f; // avoid numerical errors + if (angle < maxAngleDown) angle = maxAngleDown; + } + + // Rotation axis + Vector3 right = GetCameraRight(camera); + + // Rotate view vector around right axis + targetPosition = Vector3RotateByAxisAngle(targetPosition, right, angle); + + if (rotateAroundTarget) + { + // Move position relative to target + camera->position = Vector3Subtract(camera->target, targetPosition); + } + else // rotate around camera.position + { + // Move target relative to position + camera->target = Vector3Add(camera->position, targetPosition); + } + + if (rotateUp) + { + // Rotate up direction around right axis + camera->up = Vector3RotateByAxisAngle(camera->up, right, angle); + } +} + +// Rotates the camera around its forward vector +// Roll is "turning your head sideways to the left or right" +// Note: angle must be provided in radians +void CameraRoll(Camera *camera, float angle) +{ + // Rotation axis + Vector3 forward = GetCameraForward(camera); + + // Rotate up direction around forward axis + camera->up = Vector3RotateByAxisAngle(camera->up, forward, angle); +} + +// Returns the camera view matrix +Matrix GetCameraViewMatrix(Camera *camera) +{ + return MatrixLookAt(camera->position, camera->target, camera->up); +} + +// Returns the camera projection matrix +Matrix GetCameraProjectionMatrix(Camera *camera, float aspect) +{ + if (camera->projection == CAMERA_PERSPECTIVE) + { + return MatrixPerspective(camera->fovy*DEG2RAD, aspect, CAMERA_CULL_DISTANCE_NEAR, CAMERA_CULL_DISTANCE_FAR); + } + else if (camera->projection == CAMERA_ORTHOGRAPHIC) + { + double top = camera->fovy/2.0; + double right = top*aspect; + + return MatrixOrtho(-right, right, -top, top, CAMERA_CULL_DISTANCE_NEAR, CAMERA_CULL_DISTANCE_FAR); + } + + return MatrixIdentity(); +} + +#if !defined(RCAMERA_STANDALONE) +// Update camera position for selected mode +// Camera mode: CAMERA_FREE, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON, CAMERA_ORBITAL or CUSTOM +void UpdateCamera(Camera *camera, int mode) +{ + Vector2 mousePositionDelta = GetMouseDelta(); + + bool moveInWorldPlane = ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON)); + bool rotateAroundTarget = ((mode == CAMERA_THIRD_PERSON) || (mode == CAMERA_ORBITAL)); + bool lockView = ((mode == CAMERA_FREE) || (mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON) || (mode == CAMERA_ORBITAL)); + bool rotateUp = false; + + if (mode == CAMERA_CUSTOM) {} + else if (mode == CAMERA_ORBITAL) + { + // Orbital can just orbit + Matrix rotation = MatrixRotate(GetCameraUp(camera), CAMERA_ORBITAL_SPEED*GetFrameTime()); + Vector3 view = Vector3Subtract(camera->position, camera->target); + view = Vector3Transform(view, rotation); + camera->position = Vector3Add(camera->target, view); + } + else + { + // Camera rotation + if (IsKeyDown(KEY_DOWN)) CameraPitch(camera, -CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp); + if (IsKeyDown(KEY_UP)) CameraPitch(camera, CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp); + if (IsKeyDown(KEY_RIGHT)) CameraYaw(camera, -CAMERA_ROTATION_SPEED, rotateAroundTarget); + if (IsKeyDown(KEY_LEFT)) CameraYaw(camera, CAMERA_ROTATION_SPEED, rotateAroundTarget); + if (IsKeyDown(KEY_Q)) CameraRoll(camera, -CAMERA_ROTATION_SPEED); + if (IsKeyDown(KEY_E)) CameraRoll(camera, CAMERA_ROTATION_SPEED); + + // Camera movement + // Camera pan (for CAMERA_FREE) + if ((mode == CAMERA_FREE) && (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE))) + { + const Vector2 mouseDelta = GetMouseDelta(); + if (mouseDelta.x > 0.0f) CameraMoveRight(camera, CAMERA_PAN_SPEED, moveInWorldPlane); + if (mouseDelta.x < 0.0f) CameraMoveRight(camera, -CAMERA_PAN_SPEED, moveInWorldPlane); + if (mouseDelta.y > 0.0f) CameraMoveUp(camera, -CAMERA_PAN_SPEED); + if (mouseDelta.y < 0.0f) CameraMoveUp(camera, CAMERA_PAN_SPEED); + } + else + { + // Mouse support + CameraYaw(camera, -mousePositionDelta.x*CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget); + CameraPitch(camera, -mousePositionDelta.y*CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp); + } + + // Keyboard support + if (IsKeyDown(KEY_W)) CameraMoveForward(camera, CAMERA_MOVE_SPEED, moveInWorldPlane); + if (IsKeyDown(KEY_A)) CameraMoveRight(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane); + if (IsKeyDown(KEY_S)) CameraMoveForward(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane); + if (IsKeyDown(KEY_D)) CameraMoveRight(camera, CAMERA_MOVE_SPEED, moveInWorldPlane); + + // Gamepad movement + if (IsGamepadAvailable(0)) + { + // Gamepad controller support + CameraYaw(camera, -(GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X)*2)*CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget); + CameraPitch(camera, -(GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_Y)*2)*CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp); + + if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y) <= -0.25f) CameraMoveForward(camera, CAMERA_MOVE_SPEED, moveInWorldPlane); + if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X) <= -0.25f) CameraMoveRight(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane); + if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y) >= 0.25f) CameraMoveForward(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane); + if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X) >= 0.25f) CameraMoveRight(camera, CAMERA_MOVE_SPEED, moveInWorldPlane); + } + + if (mode == CAMERA_FREE) + { + if (IsKeyDown(KEY_SPACE)) CameraMoveUp(camera, CAMERA_MOVE_SPEED); + if (IsKeyDown(KEY_LEFT_CONTROL)) CameraMoveUp(camera, -CAMERA_MOVE_SPEED); + } + } + + if ((mode == CAMERA_THIRD_PERSON) || (mode == CAMERA_ORBITAL) || (mode == CAMERA_FREE)) + { + // Zoom target distance + CameraMoveToTarget(camera, -GetMouseWheelMove()); + if (IsKeyPressed(KEY_KP_SUBTRACT)) CameraMoveToTarget(camera, 2.0f); + if (IsKeyPressed(KEY_KP_ADD)) CameraMoveToTarget(camera, -2.0f); + } +} +#endif // !RCAMERA_STANDALONE + +// Update camera movement, movement/rotation values should be provided by user +void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom) +{ + // Required values + // movement.x - Move forward/backward + // movement.y - Move right/left + // movement.z - Move up/down + // rotation.x - yaw + // rotation.y - pitch + // rotation.z - roll + // zoom - Move towards target + + bool lockView = true; + bool rotateAroundTarget = false; + bool rotateUp = false; + bool moveInWorldPlane = true; + + // Camera rotation + CameraPitch(camera, -rotation.y*DEG2RAD, lockView, rotateAroundTarget, rotateUp); + CameraYaw(camera, -rotation.x*DEG2RAD, rotateAroundTarget); + CameraRoll(camera, rotation.z*DEG2RAD); + + // Camera movement + CameraMoveForward(camera, movement.x, moveInWorldPlane); + CameraMoveRight(camera, movement.y, moveInWorldPlane); + CameraMoveUp(camera, movement.z); + + // Zoom target distance + CameraMoveToTarget(camera, zoom); +} + +#endif // RCAMERA_IMPLEMENTATION \ No newline at end of file