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REVIEWED: Formatting and raymath version #4385

Ray 10 kuukautta sitten
vanhempi
commit
7601468211
1 muutettua tiedostoa jossa 88 lisäystä ja 86 poistoa
  1. 88 86
      src/raymath.h

+ 88 - 86
src/raymath.h

@@ -1,6 +1,6 @@
 /**********************************************************************************************
 *
-*   raymath v1.5 - Math functions to work with Vector2, Vector3, Matrix and Quaternions
+*   raymath v2.0 - Math functions to work with Vector2, Vector3, Matrix and Quaternions
 *
 *   CONVENTIONS:
 *     - Matrix structure is defined as row-major (memory layout) but parameters naming AND all
@@ -12,7 +12,7 @@
 *     - 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 use always a "result" variable for return (except C++ operators)
 *     - Functions are always defined inline
 *     - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience)
 *     - No compound literals used to make sure libray is compatible with C++
@@ -27,7 +27,7 @@
 *           Define static inline functions code, so #include header suffices for use.
 *           This may use up lots of memory.
 * 
-*       #define RAYMATH_DISABLE_OPERATORS
+*       #define RAYMATH_DISABLE_CPP_OPERATORS
 *           Disables C++ operator overloads for raymath types.
 *
 *   LICENSE: zlib/libpng
@@ -2582,12 +2582,12 @@ RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotatio
     }
 }
 
+#if defined(__cplusplus) && !defined(RAYMATH_DISABLE_CPP_OPERATORS)
 
-// optional C++ math operators
-// define RAYLIB_DISABLE_VECTOR_OPERATORS to disable
-#if defined(__cplusplus) && !defined(RAYMATH_DISABLE_OPERATORS)
+// Optional C++ math operators
+//-------------------------------------------------------------------------------
 
-//------------------Vector2-----------------//
+// Vector2 operators
 static constexpr Vector2 Vector2Zeros = { 0, 0 };
 static constexpr Vector2 Vector2Ones = { 1, 1 };
 static constexpr Vector2 Vector2UnitX = { 1, 0 };
@@ -2595,92 +2595,92 @@ static constexpr Vector2 Vector2UnitY = { 0, 1 };
 
 inline Vector2 operator + (const Vector2& lhs, const Vector2& rhs)
 {
-	return Vector2Add(lhs, rhs);
+    return Vector2Add(lhs, rhs);
 }
 
 inline const Vector2& operator += (Vector2& lhs, const Vector2& rhs)
 {
-	lhs = Vector2Add(lhs, rhs);
-	return lhs;
+    lhs = Vector2Add(lhs, rhs);
+    return lhs;
 }
 
 inline Vector2 operator - (const Vector2& lhs, const Vector2& rhs)
 {
-	return Vector2Subtract(lhs, rhs);
+    return Vector2Subtract(lhs, rhs);
 }
 
 inline const Vector2& operator -= (Vector2& lhs, const Vector2& rhs)
 {
-	lhs = Vector2Subtract(lhs, rhs);
-	return lhs;
+    lhs = Vector2Subtract(lhs, rhs);
+    return lhs;
 }
 
 inline Vector2 operator * (const Vector2& lhs, const float& rhs)
 {
-	return Vector2Scale(lhs, rhs);
+    return Vector2Scale(lhs, rhs);
 }
 
 inline const Vector2& operator *= (Vector2& lhs, const float& rhs)
 {
-	lhs = Vector2Scale(lhs, rhs);
-	return lhs;
+    lhs = Vector2Scale(lhs, rhs);
+    return lhs;
 }
 
 inline Vector2 operator * (const Vector2& lhs, const Vector2& rhs)
 {
-	return Vector2Multiply(lhs, rhs);
+    return Vector2Multiply(lhs, rhs);
 }
 
 inline const Vector2& operator *= (Vector2& lhs, const Vector2& rhs)
 {
-	lhs = Vector2Multiply(lhs, rhs);
-	return lhs;
+    lhs = Vector2Multiply(lhs, rhs);
+    return lhs;
 }
 
 inline Vector2 operator * (const Vector2& lhs, const Matrix& rhs)
 {
-	return Vector2Transform(lhs, rhs);
+    return Vector2Transform(lhs, rhs);
 }
 
 inline const Vector2& operator -= (Vector2& lhs, const Matrix& rhs)
 {
-	lhs = Vector2Transform(lhs, rhs);
-	return lhs;
+    lhs = Vector2Transform(lhs, rhs);
+    return lhs;
 }
 
 inline Vector2 operator / (const Vector2& lhs, const float& rhs)
 {
-	return Vector2Scale(lhs, 1.0f / rhs);
+    return Vector2Scale(lhs, 1.0f / rhs);
 }
 
 inline const Vector2& operator /= (Vector2& lhs, const float& rhs)
 {
-	lhs = Vector2Scale(lhs, rhs);
-	return lhs;
+    lhs = Vector2Scale(lhs, rhs);
+    return lhs;
 }
 
 inline Vector2 operator / (const Vector2& lhs, const Vector2& rhs)
 {
-	return Vector2Divide(lhs, rhs);
+    return Vector2Divide(lhs, rhs);
 }
 
 inline const Vector2& operator /= (Vector2& lhs, const Vector2& rhs)
 {
-	lhs = Vector2Divide(lhs, rhs);
-	return lhs;
+    lhs = Vector2Divide(lhs, rhs);
+    return lhs;
 }
 
 inline bool operator == (const Vector2& lhs, const Vector2& rhs)
 {
-	return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y);
+    return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y);
 }
 
 inline bool operator != (const Vector2& lhs, const Vector2& rhs)
 {
-	return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y);
+    return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y);
 }
 
-//------------------Vector3-----------------//
+// Vector3 operators
 static constexpr Vector3 Vector3Zeros = { 0, 0, 0 };
 static constexpr Vector3 Vector3Ones = { 1, 1, 1 };
 static constexpr Vector3 Vector3UnitX = { 1, 0, 0 };
@@ -2689,92 +2689,92 @@ static constexpr Vector3 Vector3UnitZ = { 0, 0, 1 };
 
 inline Vector3 operator + (const Vector3& lhs, const Vector3& rhs)
 {
-	return Vector3Add(lhs, rhs);
+    return Vector3Add(lhs, rhs);
 }
 
 inline const Vector3& operator += (Vector3& lhs, const Vector3& rhs)
 {
-	lhs = Vector3Add(lhs, rhs);
-	return lhs;
+    lhs = Vector3Add(lhs, rhs);
+    return lhs;
 }
 
 inline Vector3 operator - (const Vector3& lhs, const Vector3& rhs)
 {
-	return Vector3Subtract(lhs, rhs);
+    return Vector3Subtract(lhs, rhs);
 }
 
 inline const Vector3& operator -= (Vector3& lhs, const Vector3& rhs)
 {
-	lhs = Vector3Subtract(lhs, rhs);
-	return lhs;
+    lhs = Vector3Subtract(lhs, rhs);
+    return lhs;
 }
 
 inline Vector3 operator * (const Vector3& lhs, const float& rhs)
 {
-	return Vector3Scale(lhs, rhs);
+    return Vector3Scale(lhs, rhs);
 }
 
 inline const Vector3& operator *= (Vector3& lhs, const float& rhs)
 {
-	lhs = Vector3Scale(lhs, rhs);
-	return lhs;
+    lhs = Vector3Scale(lhs, rhs);
+    return lhs;
 }
 
 inline Vector3 operator * (const Vector3& lhs, const Vector3& rhs)
 {
-	return Vector3Multiply(lhs, rhs);
+    return Vector3Multiply(lhs, rhs);
 }
 
 inline const Vector3& operator *= (Vector3& lhs, const Vector3& rhs)
 {
-	lhs = Vector3Multiply(lhs, rhs);
-	return lhs;
+    lhs = Vector3Multiply(lhs, rhs);
+    return lhs;
 }
 
 inline Vector3 operator * (const Vector3& lhs, const Matrix& rhs)
 {
-	return Vector3Transform(lhs, rhs);
+    return Vector3Transform(lhs, rhs);
 }
 
 inline const Vector3& operator -= (Vector3& lhs, const Matrix& rhs)
 {
-	lhs = Vector3Transform(lhs, rhs);
-	return lhs;
+    lhs = Vector3Transform(lhs, rhs);
+    return lhs;
 }
 
 inline Vector3 operator / (const Vector3& lhs, const float& rhs)
 {
-	return Vector3Scale(lhs, 1.0f / rhs);
+    return Vector3Scale(lhs, 1.0f / rhs);
 }
 
 inline const Vector3& operator /= (Vector3& lhs, const float& rhs)
 {
-	lhs = Vector3Scale(lhs, rhs);
-	return lhs;
+    lhs = Vector3Scale(lhs, rhs);
+    return lhs;
 }
 
 inline Vector3 operator / (const Vector3& lhs, const Vector3& rhs)
 {
-	return Vector3Divide(lhs, rhs);
+    return Vector3Divide(lhs, rhs);
 }
 
 inline const Vector3& operator /= (Vector3& lhs, const Vector3& rhs)
 {
-	lhs = Vector3Divide(lhs, rhs);
-	return lhs;
+    lhs = Vector3Divide(lhs, rhs);
+    return lhs;
 }
 
 inline bool operator == (const Vector3& lhs, const Vector3& rhs)
 {
-	return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z);
+    return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z);
 }
 
 inline bool operator != (const Vector3& lhs, const Vector3& rhs)
 {
-	return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z);
+    return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z);
 }
 
-//------------------Vector4-----------------//
+// Vector4 operators
 static constexpr Vector4 Vector4Zeros = { 0, 0, 0, 0 };
 static constexpr Vector4 Vector4Ones = { 1, 1, 1, 1 };
 static constexpr Vector4 Vector4UnitX = { 1, 0, 0, 0 };
@@ -2784,117 +2784,119 @@ static constexpr Vector4 Vector4UnitW = { 0, 0, 0, 1 };
 
 inline Vector4 operator + (const Vector4& lhs, const Vector4& rhs)
 {
-	return Vector4Add(lhs, rhs);
+    return Vector4Add(lhs, rhs);
 }
 
 inline const Vector4& operator += (Vector4& lhs, const Vector4& rhs)
 {
-	lhs = Vector4Add(lhs, rhs);
-	return lhs;
+    lhs = Vector4Add(lhs, rhs);
+    return lhs;
 }
 
 inline Vector4 operator - (const Vector4& lhs, const Vector4& rhs)
 {
-	return Vector4Subtract(lhs, rhs);
+    return Vector4Subtract(lhs, rhs);
 }
 
 inline const Vector4& operator -= (Vector4& lhs, const Vector4& rhs)
 {
-	lhs = Vector4Subtract(lhs, rhs);
-	return lhs;
+    lhs = Vector4Subtract(lhs, rhs);
+    return lhs;
 }
 
 inline Vector4 operator * (const Vector4& lhs, const float& rhs)
 {
-	return Vector4Scale(lhs, rhs);
+    return Vector4Scale(lhs, rhs);
 }
 
 inline const Vector4& operator *= (Vector4& lhs, const float& rhs)
 {
-	lhs = Vector4Scale(lhs, rhs);
-	return lhs;
+    lhs = Vector4Scale(lhs, rhs);
+    return lhs;
 }
 
 inline Vector4 operator * (const Vector4& lhs, const Vector4& rhs)
 {
-	return Vector4Multiply(lhs, rhs);
+    return Vector4Multiply(lhs, rhs);
 }
 
 inline const Vector4& operator *= (Vector4& lhs, const Vector4& rhs)
 {
-	lhs = Vector4Multiply(lhs, rhs);
-	return lhs;
+    lhs = Vector4Multiply(lhs, rhs);
+    return lhs;
 }
 
 inline Vector4 operator / (const Vector4& lhs, const float& rhs)
 {
-	return Vector4Scale(lhs, 1.0f / rhs);
+    return Vector4Scale(lhs, 1.0f / rhs);
 }
 
 inline const Vector4& operator /= (Vector4& lhs, const float& rhs)
 {
-	lhs = Vector4Scale(lhs, rhs);
-	return lhs;
+    lhs = Vector4Scale(lhs, rhs);
+    return lhs;
 }
 
 inline Vector4 operator / (const Vector4& lhs, const Vector4& rhs)
 {
-	return Vector4Divide(lhs, rhs);
+    return Vector4Divide(lhs, rhs);
 }
 
 inline const Vector4& operator /= (Vector4& lhs, const Vector4& rhs)
 {
-	lhs = Vector4Divide(lhs, rhs);
-	return lhs;
+    lhs = Vector4Divide(lhs, rhs);
+    return lhs;
 }
 
 inline bool operator == (const Vector4& lhs, const Vector4& rhs)
 {
-	return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z) && FloatEquals(lhs.w, rhs.w);
+    return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z) && FloatEquals(lhs.w, rhs.w);
 }
 
 inline bool operator != (const Vector4& lhs, const Vector4& rhs)
 {
-	return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z) || !FloatEquals(lhs.w, rhs.w);
+    return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z) || !FloatEquals(lhs.w, rhs.w);
 }
 
-//------------------Quaternion-----------------//
+// Quaternion operators
 static constexpr Quaternion QuaternionZeros = { 0, 0, 0, 0 };
 static constexpr Quaternion QuaternionOnes = { 1, 1, 1, 1 };
 static constexpr Quaternion QuaternionUnitX = { 0, 0, 0, 1 };
 
 inline Quaternion operator + (const Quaternion& lhs, const float& rhs)
 {
-	return QuaternionAddValue(lhs, rhs);
+    return QuaternionAddValue(lhs, rhs);
 }
 
 inline const Quaternion& operator += (Quaternion& lhs, const float& rhs)
 {
-	lhs = QuaternionAddValue(lhs, rhs);
-	return lhs;
+    lhs = QuaternionAddValue(lhs, rhs);
+    return lhs;
 }
 
 inline Quaternion operator - (const Quaternion& lhs, const float& rhs)
 {
-	return QuaternionSubtractValue(lhs, rhs);
+    return QuaternionSubtractValue(lhs, rhs);
 }
 
 inline const Quaternion& operator -= (Quaternion& lhs, const float& rhs)
 {
-	lhs = QuaternionSubtractValue(lhs, rhs);
-	return lhs;
+    lhs = QuaternionSubtractValue(lhs, rhs);
+    return lhs;
 }
 
 inline Quaternion operator * (const Quaternion& lhs, const Matrix& rhs)
 {
-	return QuaternionTransform(lhs, rhs);
+    return QuaternionTransform(lhs, rhs);
 }
 
 inline const Quaternion& operator *= (Quaternion& lhs, const Matrix& rhs)
 {
-	lhs = QuaternionTransform(lhs, rhs);
-	return lhs;
+    lhs = QuaternionTransform(lhs, rhs);
+    return lhs;
 }
-#endif // C++ operators
+//-------------------------------------------------------------------------------
+#endif  // C++ operators
+
 
 #endif  // RAYMATH_H