|
@@ -227,21 +227,29 @@ RMDEF float Clamp(float value, float min, float max)
|
|
|
//----------------------------------------------------------------------------------
|
|
|
|
|
|
// Vector with components value 0.0f
|
|
|
-RMDEF Vector2 Vector2Zero(void) { return (Vector2){ 0.0f, 0.0f }; }
|
|
|
+RMDEF Vector2 Vector2Zero(void) {
|
|
|
+ Vector2 tmp = {0.0f, 0.0f};
|
|
|
+ return tmp;
|
|
|
+}
|
|
|
|
|
|
// Vector with components value 1.0f
|
|
|
-RMDEF Vector2 Vector2One(void) { return (Vector2){ 1.0f, 1.0f }; }
|
|
|
+RMDEF Vector2 Vector2One(void) {
|
|
|
+ Vector2 tmp = {1.0f, 1.0f};
|
|
|
+ return tmp;
|
|
|
+}
|
|
|
|
|
|
// Add two vectors (v1 + v2)
|
|
|
RMDEF Vector2 Vector2Add(Vector2 v1, Vector2 v2)
|
|
|
{
|
|
|
- return (Vector2){ v1.x + v2.x, v1.y + v2.y };
|
|
|
+ Vector2 tmp = { v1.x + v2.x, v1.y + v2.y };
|
|
|
+ return tmp;
|
|
|
}
|
|
|
|
|
|
// Subtract two vectors (v1 - v2)
|
|
|
RMDEF Vector2 Vector2Subtract(Vector2 v1, Vector2 v2)
|
|
|
{
|
|
|
- return (Vector2){ v1.x - v2.x, v1.y - v2.y };
|
|
|
+ Vector2 tmp = { v1.x - v2.x, v1.y - v2.y };
|
|
|
+ return tmp;
|
|
|
}
|
|
|
|
|
|
// Calculate vector length
|
|
@@ -289,7 +297,8 @@ RMDEF void Vector2Negate(Vector2 *v)
|
|
|
// Divide vector by a float value
|
|
|
RMDEF void Vector2Divide(Vector2 *v, float div)
|
|
|
{
|
|
|
- *v = (Vector2){v->x/div, v->y/div};
|
|
|
+ Vector2 tmp = {v->x/div, v->y/div};
|
|
|
+ *v = tmp;
|
|
|
}
|
|
|
|
|
|
// Normalize provided vector
|
|
@@ -303,21 +312,29 @@ RMDEF void Vector2Normalize(Vector2 *v)
|
|
|
//----------------------------------------------------------------------------------
|
|
|
|
|
|
// Vector with components value 0.0f
|
|
|
-RMDEF Vector3 Vector3Zero(void) { return (Vector3){ 0.0f, 0.0f, 0.0f }; }
|
|
|
+RMDEF Vector3 Vector3Zero(void) {
|
|
|
+ Vector3 tmp = { 0.0f, 0.0f, 0.0f };
|
|
|
+ return tmp;
|
|
|
+}
|
|
|
|
|
|
// Vector with components value 1.0f
|
|
|
-RMDEF Vector3 Vector3One(void) { return (Vector3){ 1.0f, 1.0f, 1.0f }; }
|
|
|
+RMDEF Vector3 Vector3One(void) {
|
|
|
+ Vector3 tmp = { 1.0f, 1.0f, 1.0f };
|
|
|
+ return tmp;
|
|
|
+}
|
|
|
|
|
|
// Add two vectors
|
|
|
RMDEF Vector3 Vector3Add(Vector3 v1, Vector3 v2)
|
|
|
{
|
|
|
- return (Vector3){ v1.x + v2.x, v1.y + v2.y, v1.z + v2.z };
|
|
|
+ Vector3 tmp = { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z };
|
|
|
+ return tmp;
|
|
|
}
|
|
|
|
|
|
// Substract two vectors
|
|
|
RMDEF Vector3 Vector3Subtract(Vector3 v1, Vector3 v2)
|
|
|
{
|
|
|
- return (Vector3){ v1.x - v2.x, v1.y - v2.y, v1.z - v2.z };
|
|
|
+ Vector3 tmp = { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z };
|
|
|
+ return tmp;
|
|
|
}
|
|
|
|
|
|
// Multiply vector by scalar
|
|
@@ -365,12 +382,14 @@ RMDEF Vector3 Vector3Perpendicular(Vector3 v)
|
|
|
if (fabsf(v.y) < min)
|
|
|
{
|
|
|
min = fabsf(v.y);
|
|
|
- cardinalAxis = (Vector3){0.0f, 1.0f, 0.0f};
|
|
|
+ Vector3 tmp = {0.0f, 1.0f, 0.0f};
|
|
|
+ cardinalAxis = tmp;
|
|
|
}
|
|
|
|
|
|
if (fabsf(v.z) < min)
|
|
|
{
|
|
|
- cardinalAxis = (Vector3){0.0f, 0.0f, 1.0f};
|
|
|
+ Vector3 tmp = {0.0f, 0.0f, 1.0f};
|
|
|
+ cardinalAxis = tmp;
|
|
|
}
|
|
|
|
|
|
result = Vector3CrossProduct(v, cardinalAxis);
|
|
@@ -1011,7 +1030,8 @@ RMDEF float *MatrixToFloat(Matrix mat)
|
|
|
// Returns identity quaternion
|
|
|
RMDEF Quaternion QuaternionIdentity(void)
|
|
|
{
|
|
|
- return (Quaternion){ 0.0f, 0.0f, 0.0f, 1.0f };
|
|
|
+ Quaternion q = { 0.0f, 0.0f, 0.0f, 1.0f };
|
|
|
+ return q;
|
|
|
}
|
|
|
|
|
|
// Computes the length of a quaternion
|