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raymath.h
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raymath.h
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/**********************************************************************************************
*
* raymath v1.5 - 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 math operations performed by the library consider the structure
*as it was column-major It is like transposed versions of the matrices are used
*for all the maths It benefits some functions making them cache-friendly and
*also avoids matrix transpositions sometimes required by OpenGL Example: In
*memory order, row0 is [m0 m4 m8 m12] but in semantic math row0 is [m0 m1 m2
*m3]
* - 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)
* - No compound literals used to make sure libray is compatible with C++
*
* 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.
*
*
* 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 <math.h> // 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) {
#if !defined(EPSILON)
#define EPSILON 0.000001f
#endif
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 = 0.0f;
float dot = v1.x * v2.x + v1.y * v2.y;
float det = v1.x * v2.y - v1.y * v2.x;
result = atan2f(det, dot);
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;
// TODO(10/9/2023): Currently angles move clockwise, determine if this is
// wanted behavior
result = -atan2f(end.y - start.y, end.x - start.x);
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) {
#if !defined(EPSILON)
#define EPSILON 0.000001f
#endif
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) {
float ilength = 1.0f / length;
result.x *= ilength;
result.y *= ilength;
result.z *= ilength;
}
return result;
}
// Calculate the projection of the vector v1 on to v2
RMAPI Vector3 Vector3Project(Vector3 v1, Vector3 v2) {
Vector3 result = {0};
float v1dv2 = (v1.x * v2.x + v1.y * v2.y + v1.z * v2.z);
float v2dv2 = (v2.x * v2.x + v2.y * v2.y + v2.z * v2.z);
float mag = v1dv2 / v2dv2;
result.x = v2.x * mag;
result.y = v2.y * mag;
result.z = v2.z * mag;
return result;
}
// Calculate the rejection of the vector v1 on to v2
RMAPI Vector3 Vector3Reject(Vector3 v1, Vector3 v2) {
Vector3 result = {0};
float v1dv2 = (v1.x * v2.x + v1.y * v2.y + v1.z * v2.z);
float v2dv2 = (v2.x * v2.x + v2.y * v2.y + v2.z * v2.z);
float mag = v1dv2 / v2dv2;
result.x = v1.x - (v2.x * mag);
result.y = v1.y - (v2.y * mag);
result.z = v1.z - (v2.z * mag);
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);