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593 lines
20 KiB
C
593 lines
20 KiB
C
/**********************************************************************************************
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*
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* raymath v1.5 - Math functions to work with Vector2, Vector3, Matrix and Quaternions
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*
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* CONFIGURATION:
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*
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* #define RAYMATH_IMPLEMENTATION
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* Generates the implementation of the library into the included file.
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* If not defined, the library is in header only mode and can be included in other headers
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* or source files without problems. But only ONE file should hold the implementation.
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*
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* #define RAYMATH_STATIC_INLINE
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* Define static inline functions code, so #include header suffices for use.
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* This may use up lots of memory.
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*
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* CONVENTIONS:
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*
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* - Functions are always self-contained, no function use another raymath function inside,
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* required code is directly re-implemented inside
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* - Functions input parameters are always received by value (2 unavoidable exceptions);
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* - Functions use always a "result" variable for return
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* - Functions are always defined inline
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* - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience);
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*
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c); 2015-2023 Ramon Santamaria (@raysan5);
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#ifndef RAYMATH_H
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#define RAYMATH_H
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#if defined(RAYMATH_IMPLEMENTATION) && defined(RAYMATH_STATIC_INLINE)
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#error "Specifying both RAYMATH_IMPLEMENTATION and RAYMATH_STATIC_INLINE is contradictory"
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#endif
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// Function specifiers definition
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#if defined(RAYMATH_IMPLEMENTATION)
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#if defined(_WIN32); && defined(BUILD_LIBTYPE_SHARED);
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#define RMAPI __declspec(dllexport); extern inline // We are building raylib as a Win32 shared library (.dll);.
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#elif defined(_WIN32); && defined(USE_LIBTYPE_SHARED);
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#define RMAPI __declspec(dllimport); // We are using raylib as a Win32 shared library (.dll);
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#else
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#define RMAPI extern inline // Provide external definition
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#endif
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#elif defined(RAYMATH_STATIC_INLINE)
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#define RMAPI static inline // Functions may be inlined, no external out-of-line definition
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#else
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#if defined(__TINYC__)
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#define RMAPI static inline // plain inline not supported by tinycc (See issue #435);
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#else
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#define RMAPI inline // Functions may be inlined or external definition used
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#endif
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#endif
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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#ifndef PI
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#define PI 3.14159265358979323846f
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#endif
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#ifndef EPSILON
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#define EPSILON 0.000001f
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#endif
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#ifndef DEG2RAD
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#define DEG2RAD (PI/180.0f)
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#endif
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#ifndef RAD2DEG
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#define RAD2DEG (180.0f/PI)
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#endif
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// Get float vector for Matrix
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#ifndef MatrixToFloat
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#define MatrixToFloat(mat) (MatrixToFloatV(mat).v)
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#endif
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// Get float vector for Vector3
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#ifndef Vector3ToFloat
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#define Vector3ToFloat(vec) (Vector3ToFloatV(vec).v)
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#endif
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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#if !defined(RL_VECTOR2_TYPE)
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// Vector2 type
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typedef struct Vector2 {
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float x;
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float y;
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} Vector2;
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#define RL_VECTOR2_TYPE
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#endif
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#if !defined(RL_VECTOR3_TYPE)
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// Vector3 type
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typedef struct Vector3 {
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float x;
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float y;
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float z;
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} Vector3;
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#define RL_VECTOR3_TYPE
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#endif
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#if !defined(RL_VECTOR4_TYPE)
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// Vector4 type
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typedef struct Vector4 {
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float x;
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float y;
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float z;
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float w;
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} Vector4;
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#define RL_VECTOR4_TYPE
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#endif
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#if !defined(RL_QUATERNION_TYPE)
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// Quaternion type
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typedef Vector4 Quaternion;
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#define RL_QUATERNION_TYPE
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#endif
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#if !defined(RL_MATRIX_TYPE)
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// Matrix type (OpenGL style 4x4 - right handed, column major);
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typedef struct Matrix {
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float m0, m4, m8, m12; // Matrix first row (4 components);
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float m1, m5, m9, m13; // Matrix second row (4 components);
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float m2, m6, m10, m14; // Matrix third row (4 components);
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float m3, m7, m11, m15; // Matrix fourth row (4 components);
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} Matrix;
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#define RL_MATRIX_TYPE
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#endif
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// NOTE: Helper types to be used instead of array return types for *ToFloat functions
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typedef struct float3 {
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float v[3];
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} float3;
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typedef struct float16 {
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float v[16];
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} float16;
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#include <math.h> // Required for: sinf();, cosf();, tan();, atan2f();, sqrtf();, floor();, fminf();, fmaxf();, fabs();
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Utils math
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//----------------------------------------------------------------------------------
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// Clamp float value
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RMAPI float Clamp(float value, float min, float max);;
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// Calculate linear interpolation between two floats
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RMAPI float Lerp(float start, float end, float amount);;
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// Normalize input value within input range
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RMAPI float Normalize(float value, float start, float end);;
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// Remap input value within input range to output range
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RMAPI float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd);;
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// Wrap input value from min to max
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RMAPI float Wrap(float value, float min, float max);;
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// Check whether two given floats are almost equal
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RMAPI int FloatEquals(float x, float y);;
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Vector2 math
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//----------------------------------------------------------------------------------
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// Vector with components value 0.0f
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RMAPI Vector2 Vector2Zero(void);;
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// Vector with components value 1.0f
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RMAPI Vector2 Vector2One(void);;
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// Add two vectors (v1 + v2);
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RMAPI Vector2 Vector2Add(Vector2 v1, Vector2 v2);;
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// Add vector and float value
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RMAPI Vector2 Vector2AddValue(Vector2 v, float add);
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// Subtract two vectors (v1 - v2);
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RMAPI Vector2 Vector2Subtract(Vector2 v1, Vector2 v2);
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// Subtract vector by float value
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RMAPI Vector2 Vector2SubtractValue(Vector2 v, float sub);
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// Calculate vector length
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RMAPI float Vector2Length(Vector2 v);
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// Calculate vector square length
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RMAPI float Vector2LengthSqr(Vector2 v);
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// Calculate two vectors dot product
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RMAPI float Vector2DotProduct(Vector2 v1, Vector2 v2);
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// Calculate distance between two vectors
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RMAPI float Vector2Distance(Vector2 v1, Vector2 v2);
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// Calculate square distance between two vectors
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RMAPI float Vector2DistanceSqr(Vector2 v1, Vector2 v2);
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// Calculate angle between two vectors
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// NOTE: Angle is calculated from origin point (0, 0);
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RMAPI float Vector2Angle(Vector2 v1, Vector2 v2);
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// Calculate angle defined by a two vectors line
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// NOTE: Parameters need to be normalized
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// Current implementation should be aligned with glm::angle
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RMAPI float Vector2LineAngle(Vector2 start, Vector2 end);
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// Scale vector (multiply by value);
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RMAPI Vector2 Vector2Scale(Vector2 v, float scale);
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// Multiply vector by vector
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RMAPI Vector2 Vector2Multiply(Vector2 v1, Vector2 v2);
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// Negate vector
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RMAPI Vector2 Vector2Negate(Vector2 v);
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// Divide vector by vector
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RMAPI Vector2 Vector2Divide(Vector2 v1, Vector2 v2);
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// Normalize provided vector
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RMAPI Vector2 Vector2Normalize(Vector2 v);
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// Transforms a Vector2 by a given Matrix
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RMAPI Vector2 Vector2Transform(Vector2 v, Matrix mat);
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// Calculate linear interpolation between two vectors
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RMAPI Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount);
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// Calculate reflected vector to normal
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RMAPI Vector2 Vector2Reflect(Vector2 v, Vector2 normal);
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// Rotate vector by angle
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RMAPI Vector2 Vector2Rotate(Vector2 v, float angle);
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// Move Vector towards target
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RMAPI Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance);
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// Invert the given vector
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RMAPI Vector2 Vector2Invert(Vector2 v);
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// Clamp the components of the vector between
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// min and max values specified by the given vectors
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RMAPI Vector2 Vector2Clamp(Vector2 v, Vector2 min, Vector2 max);
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// Clamp the magnitude of the vector between two min and max values
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RMAPI Vector2 Vector2ClampValue(Vector2 v, float min, float max);
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// Check whether two given vectors are almost equal
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RMAPI int Vector2Equals(Vector2 p, Vector2 q);
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Vector3 math
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//----------------------------------------------------------------------------------
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// Vector with components value 0.0f
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RMAPI Vector3 Vector3Zero(void);
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// Vector with components value 1.0f
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RMAPI Vector3 Vector3One(void);
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// Add two vectors
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RMAPI Vector3 Vector3Add(Vector3 v1, Vector3 v2);
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// Add vector and float value
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RMAPI Vector3 Vector3AddValue(Vector3 v, float add);
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// Subtract two vectors
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RMAPI Vector3 Vector3Subtract(Vector3 v1, Vector3 v2);
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// Subtract vector by float value
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RMAPI Vector3 Vector3SubtractValue(Vector3 v, float sub);
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// Multiply vector by scalar
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RMAPI Vector3 Vector3Scale(Vector3 v, float scalar);
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// Multiply vector by vector
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RMAPI Vector3 Vector3Multiply(Vector3 v1, Vector3 v2);
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// Calculate two vectors cross product
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RMAPI Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2);
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// Calculate one vector perpendicular vector
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RMAPI Vector3 Vector3Perpendicular(Vector3 v);
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// Calculate vector length
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RMAPI float Vector3Length(const Vector3 v);
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// Calculate vector square length
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RMAPI float Vector3LengthSqr(const Vector3 v);
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// Calculate two vectors dot product
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RMAPI float Vector3DotProduct(Vector3 v1, Vector3 v2);
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// Calculate distance between two vectors
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RMAPI float Vector3Distance(Vector3 v1, Vector3 v2);
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// Calculate square distance between two vectors
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RMAPI float Vector3DistanceSqr(Vector3 v1, Vector3 v2);
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// Calculate angle between two vectors
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RMAPI float Vector3Angle(Vector3 v1, Vector3 v2);
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// Negate provided vector (invert direction);
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RMAPI Vector3 Vector3Negate(Vector3 v);
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// Divide vector by vector
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RMAPI Vector3 Vector3Divide(Vector3 v1, Vector3 v2);
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// Normalize provided vector
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RMAPI Vector3 Vector3Normalize(Vector3 v);
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// Orthonormalize provided vectors
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// Makes vectors normalized and orthogonal to each other
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// Gram-Schmidt function implementation
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RMAPI void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2);
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// Transforms a Vector3 by a given Matrix
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RMAPI Vector3 Vector3Transform(Vector3 v, Matrix mat);
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// Transform a vector by quaternion rotation
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RMAPI Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q);
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// Rotates a vector around an axis
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RMAPI Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle);
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// Calculate linear interpolation between two vectors
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RMAPI Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount);
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// Calculate reflected vector to normal
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RMAPI Vector3 Vector3Reflect(Vector3 v, Vector3 normal);
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// Get min value for each pair of components
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RMAPI Vector3 Vector3Min(Vector3 v1, Vector3 v2);
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// Get max value for each pair of components
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RMAPI Vector3 Vector3Max(Vector3 v1, Vector3 v2);
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// Compute barycenter coordinates (u, v, w); for point p with respect to triangle (a, b, c);
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// NOTE: Assumes P is on the plane of the triangle
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RMAPI Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c);
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// Projects a Vector3 from screen space into object space
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// NOTE: We are avoiding calling other raymath functions despite available
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RMAPI Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view);
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// Get Vector3 as float array
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RMAPI float3 Vector3ToFloatV(Vector3 v);
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// Invert the given vector
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RMAPI Vector3 Vector3Invert(Vector3 v);
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// Clamp the components of the vector between
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// min and max values specified by the given vectors
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RMAPI Vector3 Vector3Clamp(Vector3 v, Vector3 min, Vector3 max);
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// Clamp the magnitude of the vector between two values
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RMAPI Vector3 Vector3ClampValue(Vector3 v, float min, float max);
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// Check whether two given vectors are almost equal
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RMAPI int Vector3Equals(Vector3 p, Vector3 q);
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// Compute the direction of a refracted ray where v specifies the
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// normalized direction of the incoming ray, n specifies the
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// normalized normal vector of the interface of two optical media,
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// and r specifies the ratio of the refractive index of the medium
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// from where the ray comes to the refractive index of the medium
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// on the other side of the surface
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RMAPI Vector3 Vector3Refract(Vector3 v, Vector3 n, float r);
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Matrix math
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//----------------------------------------------------------------------------------
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// Compute matrix determinant
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RMAPI float MatrixDeterminant(Matrix mat);
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// Get the trace of the matrix (sum of the values along the diagonal);
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RMAPI float MatrixTrace(Matrix mat);
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// Transposes provided matrix
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RMAPI Matrix MatrixTranspose(Matrix mat);
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// Invert provided matrix
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RMAPI Matrix MatrixInvert(Matrix mat);
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// Get identity matrix
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RMAPI Matrix MatrixIdentity(void);
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// Add two matrices
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RMAPI Matrix MatrixAdd(Matrix left, Matrix right);
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// Subtract two matrices (left - right);
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RMAPI Matrix MatrixSubtract(Matrix left, Matrix right);
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// Get two matrix multiplication
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// NOTE: When multiplying matrices... the order matters!
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RMAPI Matrix MatrixMultiply(Matrix left, Matrix right);
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// Get translation matrix
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RMAPI Matrix MatrixTranslate(float x, float y, float z);
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// Create rotation matrix from axis and angle
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// NOTE: Angle should be provided in radians
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RMAPI Matrix MatrixRotate(Vector3 axis, float angle);
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// Get x-rotation matrix
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// NOTE: Angle must be provided in radians
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RMAPI Matrix MatrixRotateX(float angle);
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// Get y-rotation matrix
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// NOTE: Angle must be provided in radians
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RMAPI Matrix MatrixRotateY(float angle);
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// Get z-rotation matrix
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// NOTE: Angle must be provided in radians
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RMAPI Matrix MatrixRotateZ(float angle);
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// Get xyz-rotation matrix
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// NOTE: Angle must be provided in radians
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RMAPI Matrix MatrixRotateXYZ(Vector3 angle);
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// Get zyx-rotation matrix
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// NOTE: Angle must be provided in radians
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RMAPI Matrix MatrixRotateZYX(Vector3 angle);
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// Get scaling matrix
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RMAPI Matrix MatrixScale(float x, float y, float z);
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// Get perspective projection matrix
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RMAPI Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far);
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// Get perspective projection matrix
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// NOTE: Fovy angle must be provided in radians
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RMAPI Matrix MatrixPerspective(double fovy, double aspect, double near, double far);
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// Get orthographic projection matrix
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RMAPI Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far);
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// Get camera look-at matrix (view matrix);
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RMAPI Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up);
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// Get float array of matrix data
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RMAPI float16 MatrixToFloatV(Matrix mat);
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Quaternion math
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//----------------------------------------------------------------------------------
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// Add two quaternions
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RMAPI Quaternion QuaternionAdd(Quaternion q1, Quaternion q2);
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// Add quaternion and float value
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RMAPI Quaternion QuaternionAddValue(Quaternion q, float add);
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// Subtract two quaternions
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RMAPI Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2);
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// Subtract quaternion and float value
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RMAPI Quaternion QuaternionSubtractValue(Quaternion q, float sub);
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// Get identity quaternion
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RMAPI Quaternion QuaternionIdentity(void);
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// Computes the length of a quaternion
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RMAPI float QuaternionLength(Quaternion q);
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// Normalize provided quaternion
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RMAPI Quaternion QuaternionNormalize(Quaternion q);
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// Invert provided quaternion
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RMAPI Quaternion QuaternionInvert(Quaternion q);
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// Calculate two quaternion multiplication
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RMAPI Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2);
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// Scale quaternion by float value
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RMAPI Quaternion QuaternionScale(Quaternion q, float mul);
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// Divide two quaternions
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RMAPI Quaternion QuaternionDivide(Quaternion q1, Quaternion q2);
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// Calculate linear interpolation between two quaternions
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RMAPI Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount);
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// Calculate slerp-optimized interpolation between two quaternions
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RMAPI Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount);
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// Calculates spherical linear interpolation between two quaternions
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RMAPI Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount);
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// Calculate quaternion based on the rotation from one vector to another
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RMAPI Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to);
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// Get a quaternion for a given rotation matrix
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RMAPI Quaternion QuaternionFromMatrix(Matrix mat);
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// Get a matrix for a given quaternion
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RMAPI Matrix QuaternionToMatrix(Quaternion q);
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// Get rotation quaternion for an angle and axis
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// NOTE: Angle must be provided in radians
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RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle);
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// Get the rotation angle and axis for a given quaternion
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RMAPI void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle);
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// Get the quaternion equivalent to Euler angles
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// NOTE: Rotation order is ZYX
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RMAPI Quaternion QuaternionFromEuler(float pitch, float yaw, float roll);
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// Get the Euler angles equivalent to quaternion (roll, pitch, yaw);
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// NOTE: Angles are returned in a Vector3 struct in radians
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RMAPI Vector3 QuaternionToEuler(Quaternion q);
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// Transform a quaternion given a transformation matrix
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RMAPI Quaternion QuaternionTransform(Quaternion q, Matrix mat);
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// Check whether two given quaternions are almost equal
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RMAPI int QuaternionEquals(Quaternion p, Quaternion q);
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#ifdef YESMATH
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// Ray, ray for raycasting
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typedef struct Ray {
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Vector3 position; // Ray position (origin)
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Vector3 direction; // Ray direction (normalized)
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} Ray;
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// RayCollision, ray hit information
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typedef struct RayCollision {
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bool hit; // Did the ray hit something?
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float distance; // Distance to the nearest hit
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Vector3 point; // Point of the nearest hit
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Vector3 normal; // Surface normal of hit
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} RayCollision;
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// BoundingBox
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typedef struct BoundingBox {
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Vector3 min; // Minimum vertex box-corner
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Vector3 max; // Maximum vertex box-corner
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} BoundingBox;
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// Camera type, defines a camera position/orientation in 3d space
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typedef struct Camera3D {
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Vector3 position; // Camera position
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Vector3 target; // Camera target it looks-at
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Vector3 up; // Camera up vector (rotation over its axis)
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float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
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int projection; // Camera projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
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} Camera3D;
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#endif
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RayCollision ObjectiveCBugFixRaycast(Camera3D camera, BoundingBox bbox);
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Vector3 MidpointBoundingBox(BoundingBox bbox);
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RLAPI Vector3 GetCameraForward(Camera *camera);
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RLAPI Vector3 GetCameraUp(Camera *camera);
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RLAPI Vector3 GetCameraRight(Camera *camera);
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// Camera movement
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RLAPI void CameraMoveForward(Camera *camera, float distance, bool moveInWorldPlane);
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RLAPI void CameraMoveUp(Camera *camera, float distance);
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RLAPI void CameraMoveRight(Camera *camera, float distance, bool moveInWorldPlane);
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RLAPI void CameraMoveToTarget(Camera *camera, float delta);
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// Camera rotation
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RLAPI void CameraYaw(Camera *camera, float angle, bool rotateAroundTarget);
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RLAPI void CameraPitch(Camera *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp);
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RLAPI void CameraRoll(Camera *camera, float angle);
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RLAPI Matrix GetCameraViewMatrix(Camera *camera);
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RLAPI Matrix GetCameraProjectionMatrix(Camera* camera, float aspect);
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#endif // RAYMATH_H
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