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@@ -154,6 +154,7 @@ RMDEF Vector3 VectorReflect(Vector3 vector, Vector3 normal); // Calculate ref
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RMDEF Vector3 VectorMin(Vector3 vec1, Vector3 vec2); // Return min value for each pair of components
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RMDEF Vector3 VectorMin(Vector3 vec1, Vector3 vec2); // Return min value for each pair of components
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RMDEF Vector3 VectorMax(Vector3 vec1, Vector3 vec2); // Return max value for each pair of components
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RMDEF Vector3 VectorMax(Vector3 vec1, Vector3 vec2); // Return max value for each pair of components
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RMDEF Vector3 VectorBarycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Barycenter coords for p in triangle abc
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RMDEF Vector3 VectorBarycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Barycenter coords for p in triangle abc
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+RMDEF float *VectorToFloat(Vector3 vec); // Returns Vector3 as float array
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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// Functions Declaration to work with Matrix
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// Functions Declaration to work with Matrix
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@@ -177,6 +178,7 @@ RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top,
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RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far); // Returns perspective projection matrix
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RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far); // Returns perspective projection matrix
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RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far); // Returns orthographic projection matrix
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RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far); // Returns orthographic projection matrix
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RMDEF Matrix MatrixLookAt(Vector3 position, Vector3 target, Vector3 up); // Returns camera look-at matrix (view matrix)
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RMDEF Matrix MatrixLookAt(Vector3 position, Vector3 target, Vector3 up); // Returns camera look-at matrix (view matrix)
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+RMDEF float *MatrixToFloat(Matrix mat); // Returns float array of Matrix data
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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// Functions Declaration to work with Quaternions
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// Functions Declaration to work with Quaternions
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@@ -502,6 +504,18 @@ RMDEF Vector3 VectorBarycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
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return result;
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return result;
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}
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}
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+// Returns Vector3 as float array
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+RMDEF float *VectorToFloat(Vector3 vec)
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+{
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+ static float buffer[3];
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+
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+ buffer[0] = vec.x;
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+ buffer[1] = vec.y;
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+ buffer[2] = vec.z;
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+
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+ return buffer;
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+}
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+
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Matrix math
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// Module Functions Definition - Matrix math
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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@@ -943,6 +957,34 @@ RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
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return result;
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return result;
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}
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}
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+// Returns float array of matrix data
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+// NOTE: Returned vector is a transposed version of the Matrix struct,
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+// it should be this way because, despite raymath use OpenGL column-major convention,
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+// Matrix struct memory alignment and variables naming are not coherent
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+RMDEF float *MatrixToFloat(Matrix mat)
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+{
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+ static float buffer[16];
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+
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+ buffer[0] = mat.m0;
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+ buffer[1] = mat.m4;
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+ buffer[2] = mat.m8;
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+ buffer[3] = mat.m12;
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+ buffer[4] = mat.m1;
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+ buffer[5] = mat.m5;
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+ buffer[6] = mat.m9;
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+ buffer[7] = mat.m13;
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+ buffer[8] = mat.m2;
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+ buffer[9] = mat.m6;
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+ buffer[10] = mat.m10;
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+ buffer[11] = mat.m14;
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+ buffer[12] = mat.m3;
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+ buffer[13] = mat.m7;
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+ buffer[14] = mat.m11;
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+ buffer[15] = mat.m15;
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+
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+ return buffer;
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+}
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+
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Quaternion math
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// Module Functions Definition - Quaternion math
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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