Worms physics first commit

parents
Pipeline #890 canceled with stages
/**********************************************************************************************
*
* Physac v1.0 - 2D Physics library for videogames
*
* DESCRIPTION:
*
* Physac is a small 2D physics engine written in pure C. The engine uses a fixed time-step thread loop
* to simluate physics. A physics step contains the following phases: get collision information,
* apply dynamics, collision solving and position correction. It uses a very simple struct for physic
* bodies with a position vector to be used in any 3D rendering API.
*
* CONFIGURATION:
*
* #define PHYSAC_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 PHYSAC_STATIC (defined by default)
* The generated implementation will stay private inside implementation file and all
* internal symbols and functions will only be visible inside that file.
*
* #define PHYSAC_NO_THREADS
* The generated implementation won't include pthread library and user must create a secondary thread to call PhysicsThread().
* It is so important that the thread where PhysicsThread() is called must not have v-sync or any other CPU limitation.
*
* #define PHYSAC_STANDALONE
* Avoid raylib.h header inclusion in this file. Data types defined on raylib are defined
* internally in the library and input management and drawing functions must be provided by
* the user (check library implementation for further details).
*
* #define PHYSAC_DEBUG
* Traces log messages when creating and destroying physics bodies and detects errors in physics
* calculations and reference exceptions; it is useful for debug purposes
*
* #define PHYSAC_MALLOC()
* #define PHYSAC_FREE()
* You can define your own malloc/free implementation replacing stdlib.h malloc()/free() functions.
* Otherwise it will include stdlib.h and use the C standard library malloc()/free() function.
*
*
* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
*
* Use the following code to compile:
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s -static -lraylib -lpthread -lopengl32 -lgdi32 -lwinmm -std=c99
*
* VERY THANKS TO:
* Ramon Santamaria (github: @raysan5)
*
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2016-2018 Victor Fisac (github: @victorfisac)
*
* 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.
*
**********************************************************************************************/
#if !defined(PHYSAC_H)
#define PHYSAC_H
#if defined(PHYSAC_STATIC)
#define PHYSACDEF static // Functions just visible to module including this file
#else
#if defined(__cplusplus)
#define PHYSACDEF extern "C" // Functions visible from other files (no name mangling of functions in C++)
#else
#define PHYSACDEF extern // Functions visible from other files
#endif
#endif
// Allow custom memory allocators
#ifndef PHYSAC_MALLOC
#define PHYSAC_MALLOC(size) malloc(size)
#endif
#ifndef PHYSAC_FREE
#define PHYSAC_FREE(ptr) free(ptr)
#endif
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#define PHYSAC_MAX_BODIES 64
#define PHYSAC_MAX_MANIFOLDS 4096
#define PHYSAC_MAX_VERTICES 24
#define PHYSAC_CIRCLE_VERTICES 24
#define PHYSAC_COLLISION_ITERATIONS 100
#define PHYSAC_PENETRATION_ALLOWANCE 0.05f
#define PHYSAC_PENETRATION_CORRECTION 0.4f
#define PHYSAC_PI 3.14159265358979323846
#define PHYSAC_DEG2RAD (PHYSAC_PI/180.0f)
//----------------------------------------------------------------------------------
// Types and Structures Definition
// NOTE: Below types are required for PHYSAC_STANDALONE usage
//----------------------------------------------------------------------------------
#if defined(PHYSAC_STANDALONE)
// Boolean type
#if defined(__STDC__) && __STDC_VERSION__ >= 199901L
#include <stdbool.h>
#elif !defined(__cplusplus) && !defined(bool)
typedef enum { false, true } bool;
#endif
// Vector2 type
typedef struct Vector2 {
float x;
float y;
} Vector2;
#endif
typedef enum PhysicsShapeType { PHYSICS_CIRCLE, PHYSICS_POLYGON } PhysicsShapeType;
// Previously defined to be used in PhysicsShape struct as circular dependencies
typedef struct PhysicsBodyData *PhysicsBody;
#if defined(__cplusplus)
extern "C" { // Prevents name mangling of functions
#endif
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
PHYSACDEF void InitPhysics(void); // Initializes physics values, pointers and creates physics loop thread
PHYSACDEF void RunPhysicsStep(void); // Run physics step, to be used if PHYSICS_NO_THREADS is set in your main loop
PHYSACDEF void SetPhysicsTimeStep(double delta); // Sets physics fixed time step in milliseconds. 1.666666 by default
PHYSACDEF bool IsPhysicsEnabled(void); // Returns true if physics thread is currently enabled
PHYSACDEF void SetPhysicsGravity(float x, float y); // Sets physics global gravity force
PHYSACDEF PhysicsBody CreatePhysicsBodyCircle(Vector2 pos, float radius, float density); // Creates a new circle physics body with generic parameters
PHYSACDEF PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float height, float density); // Creates a new rectangle physics body with generic parameters
PHYSACDEF PhysicsBody CreatePhysicsBodyPolygon(Vector2 pos, float radius, int sides, float density); // Creates a new polygon physics body with generic parameters
PHYSACDEF void PhysicsAddForce(PhysicsBody body, Vector2 force); // Adds a force to a physics body
PHYSACDEF void PhysicsAddTorque(PhysicsBody body, float amount); // Adds an angular force to a physics body
PHYSACDEF void PhysicsShatter(PhysicsBody body, Vector2 position, float force); // Shatters a polygon shape physics body to little physics bodies with explosion force
PHYSACDEF int GetPhysicsBodiesCount(void); // Returns the current amount of created physics bodies
PHYSACDEF PhysicsBody GetPhysicsBody(int index); // Returns a physics body of the bodies pool at a specific index
PHYSACDEF int GetPhysicsShapeType(int index); // Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON)
PHYSACDEF int GetPhysicsShapeVerticesCount(int index); // Returns the amount of vertices of a physics body shape
PHYSACDEF Vector2 GetPhysicsShapeVertex(PhysicsBody body, int vertex); // Returns transformed position of a body shape (body position + vertex transformed position)
PHYSACDEF void SetPhysicsBodyRotation(PhysicsBody body, float radians); // Sets physics body shape transform based on radians parameter
PHYSACDEF void DestroyPhysicsBody(PhysicsBody body); // Unitializes and destroy a physics body
PHYSACDEF void ResetPhysics(void); // Destroys created physics bodies and manifolds and resets global values
PHYSACDEF void ClosePhysics(void); // Unitializes physics pointers and closes physics loop thread
#if defined(__cplusplus)
}
#endif
#endif // PHYSAC_H
/***********************************************************************************
*
* PHYSAC IMPLEMENTATION
*
************************************************************************************/
#if defined(PHYSAC_IMPLEMENTATION)
#if !defined(PHYSAC_NO_THREADS)
#include <pthread.h> // Required for: pthread_t, pthread_create()
#endif
#if defined(PHYSAC_DEBUG)
#endif
// Support TRACELOG macros
#if defined(PHYSAC_DEBUG)
#include <stdio.h> // Required for: printf()
#define TRACELOG(...) printf(__VA_ARGS__)
#else
#define TRACELOG(...) (void)0
#endif
#include <stdlib.h> // Required for: malloc(), free(), srand(), rand()
#include <math.h> // Required for: cosf(), sinf(), fabs(), sqrtf()
#if !defined(PHYSAC_STANDALONE)
#include "raymath.h" // Required for: Vector2Add(), Vector2Subtract()
#endif
// Time management functionality
#include <time.h> // Required for: time(), clock_gettime()
#if defined(_WIN32)
// Functions required to query time on Windows
int __stdcall QueryPerformanceCounter(unsigned long long int *lpPerformanceCount);
int __stdcall QueryPerformanceFrequency(unsigned long long int *lpFrequency);
#elif defined(__linux__)
#if _POSIX_C_SOURCE < 199309L
#undef _POSIX_C_SOURCE
#define _POSIX_C_SOURCE 199309L // Required for CLOCK_MONOTONIC if compiled with c99 without gnu ext.
#endif
#include <sys/time.h> // Required for: timespec
#elif defined(__APPLE__) // macOS also defines __MACH__
#include <mach/mach_time.h> // Required for: mach_absolute_time()
#endif
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#define min(a,b) (((a)<(b))?(a):(b))
#define max(a,b) (((a)>(b))?(a):(b))
#define PHYSAC_FLT_MAX 3.402823466e+38f
#define PHYSAC_EPSILON 0.000001f
#define PHYSAC_K 1.0f/3.0f
#define PHYSAC_VECTOR_ZERO (Vector2){ 0.0f, 0.0f }
//----------------------------------------------------------------------------------
// Data Types Structure Definition
//----------------------------------------------------------------------------------
// Matrix2x2 type (used for polygon shape rotation matrix)
typedef struct Matrix2x2 {
float m00;
float m01;
float m10;
float m11;
} Matrix2x2;
typedef struct PolygonData {
unsigned int vertexCount; // Current used vertex and normals count
Vector2 positions[PHYSAC_MAX_VERTICES]; // Polygon vertex positions vectors
Vector2 normals[PHYSAC_MAX_VERTICES]; // Polygon vertex normals vectors
} PolygonData;
typedef struct PhysicsShape {
PhysicsShapeType type; // Physics shape type (circle or polygon)
PhysicsBody body; // Shape physics body reference
float radius; // Circle shape radius (used for circle shapes)
Matrix2x2 transform; // Vertices transform matrix 2x2
PolygonData vertexData; // Polygon shape vertices position and normals data (just used for polygon shapes)
} PhysicsShape;
typedef struct PhysicsBodyData {
unsigned int id; // Reference unique identifier
bool enabled; // Enabled dynamics state (collisions are calculated anyway)
Vector2 position; // Physics body shape pivot
Vector2 velocity; // Current linear velocity applied to position
Vector2 force; // Current linear force (reset to 0 every step)
float angularVelocity; // Current angular velocity applied to orient
float torque; // Current angular force (reset to 0 every step)
float orient; // Rotation in radians
float inertia; // Moment of inertia
float inverseInertia; // Inverse value of inertia
float mass; // Physics body mass
float inverseMass; // Inverse value of mass
float staticFriction; // Friction when the body has not movement (0 to 1)
float dynamicFriction; // Friction when the body has movement (0 to 1)
float restitution; // Restitution coefficient of the body (0 to 1)
bool useGravity; // Apply gravity force to dynamics
bool isGrounded; // Physics grounded on other body state
bool freezeOrient; // Physics rotation constraint
PhysicsShape shape; // Physics body shape information (type, radius, vertices, normals)
} PhysicsBodyData;
typedef struct PhysicsManifoldData {
unsigned int id; // Reference unique identifier
PhysicsBody bodyA; // Manifold first physics body reference
PhysicsBody bodyB; // Manifold second physics body reference
float penetration; // Depth of penetration from collision
Vector2 normal; // Normal direction vector from 'a' to 'b'
Vector2 contacts[2]; // Points of contact during collision
unsigned int contactsCount; // Current collision number of contacts
float restitution; // Mixed restitution during collision
float dynamicFriction; // Mixed dynamic friction during collision
float staticFriction; // Mixed static friction during collision
} PhysicsManifoldData, *PhysicsManifold;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
#if !defined(PHYSAC_NO_THREADS)
static pthread_t physicsThreadId; // Physics thread id
#endif
static unsigned int usedMemory = 0; // Total allocated dynamic memory
static bool physicsThreadEnabled = false; // Physics thread enabled state
static double baseTime = 0.0; // Offset time for MONOTONIC clock
static double startTime = 0.0; // Start time in milliseconds
static double deltaTime = 1.0/60.0/10.0 * 1000; // Delta time used for physics steps, in milliseconds
static double currentTime = 0.0; // Current time in milliseconds
static unsigned long long int frequency = 0; // Hi-res clock frequency
static double accumulator = 0.0; // Physics time step delta time accumulator
static unsigned int stepsCount = 0; // Total physics steps processed
static Vector2 gravityForce = { 0.0f, 9.81f }; // Physics world gravity force
static PhysicsBody bodies[PHYSAC_MAX_BODIES]; // Physics bodies pointers array
static unsigned int physicsBodiesCount = 0; // Physics world current bodies counter
static PhysicsManifold contacts[PHYSAC_MAX_MANIFOLDS]; // Physics bodies pointers array
static unsigned int physicsManifoldsCount = 0; // Physics world current manifolds counter
//----------------------------------------------------------------------------------
// Module Internal Functions Declaration
//----------------------------------------------------------------------------------
static int FindAvailableBodyIndex(); // Finds a valid index for a new physics body initialization
static PolygonData CreateRandomPolygon(float radius, int sides); // Creates a random polygon shape with max vertex distance from polygon pivot
static PolygonData CreateRectanglePolygon(Vector2 pos, Vector2 size); // Creates a rectangle polygon shape based on a min and max positions
static void *PhysicsLoop(void *arg); // Physics loop thread function
static void PhysicsStep(void); // Physics steps calculations (dynamics, collisions and position corrections)
static int FindAvailableManifoldIndex(); // Finds a valid index for a new manifold initialization
static PhysicsManifold CreatePhysicsManifold(PhysicsBody a, PhysicsBody b); // Creates a new physics manifold to solve collision
static void DestroyPhysicsManifold(PhysicsManifold manifold); // Unitializes and destroys a physics manifold
static void SolvePhysicsManifold(PhysicsManifold manifold); // Solves a created physics manifold between two physics bodies
static void SolveCircleToCircle(PhysicsManifold manifold); // Solves collision between two circle shape physics bodies
static void SolveCircleToPolygon(PhysicsManifold manifold); // Solves collision between a circle to a polygon shape physics bodies
static void SolvePolygonToCircle(PhysicsManifold manifold); // Solves collision between a polygon to a circle shape physics bodies
static void SolvePolygonToPolygon(PhysicsManifold manifold); // Solves collision between two polygons shape physics bodies
static void IntegratePhysicsForces(PhysicsBody body); // Integrates physics forces into velocity
static void InitializePhysicsManifolds(PhysicsManifold manifold); // Initializes physics manifolds to solve collisions
static void IntegratePhysicsImpulses(PhysicsManifold manifold); // Integrates physics collisions impulses to solve collisions
static void IntegratePhysicsVelocity(PhysicsBody body); // Integrates physics velocity into position and forces
static void CorrectPhysicsPositions(PhysicsManifold manifold); // Corrects physics bodies positions based on manifolds collision information
static float FindAxisLeastPenetration(int *faceIndex, PhysicsShape shapeA, PhysicsShape shapeB); // Finds polygon shapes axis least penetration
static void FindIncidentFace(Vector2 *v0, Vector2 *v1, PhysicsShape ref, PhysicsShape inc, int index); // Finds two polygon shapes incident face
static int Clip(Vector2 normal, float clip, Vector2 *faceA, Vector2 *faceB); // Calculates clipping based on a normal and two faces
static bool BiasGreaterThan(float valueA, float valueB); // Check if values are between bias range
static Vector2 TriangleBarycenter(Vector2 v1, Vector2 v2, Vector2 v3); // Returns the barycenter of a triangle given by 3 points
static void InitTimer(void); // Initializes hi-resolution MONOTONIC timer
static unsigned long long int GetTimeCount(void); // Get hi-res MONOTONIC time measure in mseconds
static double GetCurrentTime(void); // Get current time measure in milliseconds
// Math functions
static Vector2 MathCross(float value, Vector2 vector); // Returns the cross product of a vector and a value
static float MathCrossVector2(Vector2 v1, Vector2 v2); // Returns the cross product of two vectors
static float MathLenSqr(Vector2 vector); // Returns the len square root of a vector
static float MathDot(Vector2 v1, Vector2 v2); // Returns the dot product of two vectors
static inline float DistSqr(Vector2 v1, Vector2 v2); // Returns the square root of distance between two vectors
static void MathNormalize(Vector2 *vector); // Returns the normalized values of a vector
#if defined(PHYSAC_STANDALONE)
static Vector2 Vector2Add(Vector2 v1, Vector2 v2); // Returns the sum of two given vectors
static Vector2 Vector2Subtract(Vector2 v1, Vector2 v2); // Returns the subtract of two given vectors
#endif
static Matrix2x2 Mat2Radians(float radians); // Creates a matrix 2x2 from a given radians value
static void Mat2Set(Matrix2x2 *matrix, float radians); // Set values from radians to a created matrix 2x2
static inline Matrix2x2 Mat2Transpose(Matrix2x2 matrix); // Returns the transpose of a given matrix 2x2
static inline Vector2 Mat2MultiplyVector2(Matrix2x2 matrix, Vector2 vector); // Multiplies a vector by a matrix 2x2
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Initializes physics values, pointers and creates physics loop thread
PHYSACDEF void InitPhysics(void)
{
#if !defined(PHYSAC_NO_THREADS)
// NOTE: if defined, user will need to create a thread for PhysicsThread function manually
// Create physics thread using POSIXS thread libraries
pthread_create(&physicsThreadId, NULL, &PhysicsLoop, NULL);
#endif
// Initialize high resolution timer
InitTimer();
#if defined(PHYSAC_DEBUG)
TRACELOG("[PHYSAC] physics module initialized successfully\n");
#endif
accumulator = 0.0;
}
// Returns true if physics thread is currently enabled
PHYSACDEF bool IsPhysicsEnabled(void)
{
return physicsThreadEnabled;
}
// Sets physics global gravity force
PHYSACDEF void SetPhysicsGravity(float x, float y)
{
gravityForce.x = x;
gravityForce.y = y;
}
// Creates a new circle physics body with generic parameters
PHYSACDEF PhysicsBody CreatePhysicsBodyCircle(Vector2 pos, float radius, float density)
{
PhysicsBody newBody = CreatePhysicsBodyPolygon(pos, radius, PHYSAC_CIRCLE_VERTICES, density);
return newBody;
}
// Creates a new rectangle physics body with generic parameters
PHYSACDEF PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float height, float density)
{
PhysicsBody newBody = (PhysicsBody)PHYSAC_MALLOC(sizeof(PhysicsBodyData));
usedMemory += sizeof(PhysicsBodyData);
int newId = FindAvailableBodyIndex();
if (newId != -1)
{
// Initialize new body with generic values
newBody->id = newId;
newBody->enabled = true;
newBody->position = pos;
newBody->velocity = (Vector2){ 0.0f };
newBody->force = (Vector2){ 0.0f };
newBody->angularVelocity = 0.0f;
newBody->torque = 0.0f;
newBody->orient = 0.0f;
newBody->shape.type = PHYSICS_POLYGON;
newBody->shape.body = newBody;
newBody->shape.radius = 0.0f;
newBody->shape.transform = Mat2Radians(0.0f);
newBody->shape.vertexData = CreateRectanglePolygon(pos, (Vector2){ width, height });
// Calculate centroid and moment of inertia
Vector2 center = { 0.0f, 0.0f };
float area = 0.0f;
float inertia = 0.0f;
for (int i = 0; i < newBody->shape.vertexData.vertexCount; i++)
{
// Triangle vertices, third vertex implied as (0, 0)
Vector2 p1 = newBody->shape.vertexData.positions[i];
int nextIndex = (((i + 1) < newBody->shape.vertexData.vertexCount) ? (i + 1) : 0);
Vector2 p2 = newBody->shape.vertexData.positions[nextIndex];
float D = MathCrossVector2(p1, p2);
float triangleArea = D/2;
area += triangleArea;
// Use area to weight the centroid average, not just vertex position
center.x += triangleArea*PHYSAC_K*(p1.x + p2.x);
center.y += triangleArea*PHYSAC_K*(p1.y + p2.y);
float intx2 = p1.x*p1.x + p2.x*p1.x + p2.x*p2.x;
float inty2 = p1.y*p1.y + p2.y*p1.y + p2.y*p2.y;
inertia += (0.25f*PHYSAC_K*D)*(intx2 + inty2);
}
center.x *= 1.0f/area;
center.y *= 1.0f/area;
// Translate vertices to centroid (make the centroid (0, 0) for the polygon in model space)
// Note: this is not really necessary
for (int i = 0; i < newBody->shape.vertexData.vertexCount; i++)
{
newBody->shape.vertexData.positions[i].x -= center.x;
newBody->shape.vertexData.positions[i].y -= center.y;
}
newBody->mass = density*area;
newBody->inverseMass = ((newBody->mass != 0.0f) ? 1.0f/newBody->mass : 0.0f);
newBody->inertia = density*inertia;
newBody->inverseInertia = ((newBody->inertia != 0.0f) ? 1.0f/newBody->inertia : 0.0f);
newBody->staticFriction = 0.4f;
newBody->dynamicFriction = 0.2f;
newBody->restitution = 0.0f;
newBody->useGravity = true;
newBody->isGrounded = false;
newBody->freezeOrient = false;
// Add new body to bodies pointers array and update bodies count
bodies[physicsBodiesCount] = newBody;
physicsBodiesCount++;
#if defined(PHYSAC_DEBUG)
TRACELOG("[PHYSAC] created polygon physics body id %i\n", newBody->id);
#endif
}
#if defined(PHYSAC_DEBUG)
else TRACELOG("[PHYSAC] new physics body creation failed because there is any available id to use\n");
#endif
return newBody;
}
// Creates a new polygon physics body with generic parameters
PHYSACDEF PhysicsBody CreatePhysicsBodyPolygon(Vector2 pos, float radius, int sides, float density)
{
PhysicsBody newBody = (PhysicsBody)PHYSAC_MALLOC(sizeof(PhysicsBodyData));
usedMemory += sizeof(PhysicsBodyData);
int newId = FindAvailableBodyIndex();
if (newId != -1)
{
// Initialize new body with generic values
newBody->id = newId;
newBody->enabled = true;
newBody->position = pos;
newBody->velocity = PHYSAC_VECTOR_ZERO;
newBody->force = PHYSAC_VECTOR_ZERO;
newBody->angularVelocity = 0.0f;
newBody->torque = 0.0f;
newBody->orient = 0.0f;
newBody->shape.type = PHYSICS_POLYGON;
newBody->shape.body = newBody;
newBody->shape.transform = Mat2Radians(0.0f);
newBody->shape.vertexData = CreateRandomPolygon(radius, sides);
// Calculate centroid and moment of inertia
Vector2 center = { 0.0f, 0.0f };
float area = 0.0f;
float inertia = 0.0f;
for (int i = 0; i < newBody->shape.vertexData.vertexCount; i++)
{
// Triangle vertices, third vertex implied as (0, 0)
Vector2 position1 = newBody->shape.vertexData.positions[i];
int nextIndex = (((i + 1) < newBody->shape.vertexData.vertexCount) ? (i + 1) : 0);
Vector2 position2 = newBody->shape.vertexData.positions[nextIndex];
float cross = MathCrossVector2(position1, position2);
float triangleArea = cross/2;
area += triangleArea;
// Use area to weight the centroid average, not just vertex position
center.x += triangleArea*PHYSAC_K*(position1.x + position2.x);
center.y += triangleArea*PHYSAC_K*(position1.y + position2.y);
float intx2 = position1.x*position1.x + position2.x*position1.x + position2.x*position2.x;
float inty2 = position1.y*position1.y + position2.y*position1.y + position2.y*position2.y;
inertia += (0.25f*PHYSAC_K*cross)*(intx2 + inty2);
}
center.x *= 1.0f/area;
center.y *= 1.0f/area;
// Translate vertices to centroid (make the centroid (0, 0) for the polygon in model space)
// Note: this is not really necessary
for (int i = 0; i < newBody->shape.vertexData.vertexCount; i++)
{
newBody->shape.vertexData.positions[i].x -= center.x;
newBody->shape.vertexData.positions[i].y -= center.y;
}
newBody->mass = density*area;
newBody->inverseMass = ((newBody->mass != 0.0f) ? 1.0f/newBody->mass : 0.0f);
newBody->inertia = density*inertia;
newBody->inverseInertia = ((newBody->inertia != 0.0f) ? 1.0f/newBody->inertia : 0.0f);
newBody->staticFriction = 0.4f;
newBody->dynamicFriction = 0.2f;
newBody->restitution = 0.0f;
newBody->useGravity = true;
newBody->isGrounded = false;
newBody->freezeOrient = false;
// Add new body to bodies pointers array and update bodies count
bodies[physicsBodiesCount] = newBody;
physicsBodiesCount++;
#if defined(PHYSAC_DEBUG)
TRACELOG("[PHYSAC] created polygon physics body id %i\n", newBody->id);
#endif
}
#if defined(PHYSAC_DEBUG)
else TRACELOG("[PHYSAC] new physics body creation failed because there is any available id to use\n");
#endif
return newBody;
}
// Adds a force to a physics body
PHYSACDEF void PhysicsAddForce(PhysicsBody body, Vector2 force)
{
if (body != NULL) body->force = Vector2Add(body->force, force);
}
// Adds an angular force to a physics body
PHYSACDEF void PhysicsAddTorque(PhysicsBody body, float amount)
{
if (body != NULL) body->torque += amount;
}
// Shatters a polygon shape physics body to little physics bodies with explosion force
PHYSACDEF void PhysicsShatter(PhysicsBody body, Vector2 position, float force)
{
if (body != NULL)
{
if (body->shape.type == PHYSICS_POLYGON)
{
PolygonData vertexData = body->shape.vertexData;
bool collision = false;
for (int i = 0; i < vertexData.vertexCount; i++)
{
Vector2 positionA = body->position;
Vector2 positionB = Mat2MultiplyVector2(body->shape.transform, Vector2Add(body->position, vertexData.positions[i]));
int nextIndex = (((i + 1) < vertexData.vertexCount) ? (i + 1) : 0);
Vector2 positionC = Mat2MultiplyVector2(body->shape.transform, Vector2Add(body->position, vertexData.positions[nextIndex]));
// Check collision between each triangle
float alpha = ((positionB.y - positionC.y)*(position.x - positionC.x) + (positionC.x - positionB.x)*(position.y - positionC.y))/
((positionB.y - positionC.y)*(positionA.x - positionC.x) + (positionC.x - positionB.x)*(positionA.y - positionC.y));
float beta = ((positionC.y - positionA.y)*(position.x - positionC.x) + (positionA.x - positionC.x)*(position.y - positionC.y))/
((positionB.y - positionC.y)*(positionA.x - positionC.x) + (positionC.x - positionB.x)*(positionA.y - positionC.y));
float gamma = 1.0f - alpha - beta;
if ((alpha > 0.0f) && (beta > 0.0f) & (gamma > 0.0f))
{
collision = true;
break;
}
}
if (collision)
{
int count = vertexData.vertexCount;
Vector2 bodyPos = body->position;
Vector2 *vertices = (Vector2 *)PHYSAC_MALLOC(sizeof(Vector2)*count);
Matrix2x2 trans = body->shape.transform;
for (int i = 0; i < count; i++) vertices[i] = vertexData.positions[i];
// Destroy shattered physics body
DestroyPhysicsBody(body);
for (int i = 0; i < count; i++)
{
int nextIndex = (((i + 1) < count) ? (i + 1) : 0);
Vector2 center = TriangleBarycenter(vertices[i], vertices[nextIndex], PHYSAC_VECTOR_ZERO);
center = Vector2Add(bodyPos, center);
Vector2 offset = Vector2Subtract(center, bodyPos);
PhysicsBody newBody = CreatePhysicsBodyPolygon(center, 10, 3, 10); // Create polygon physics body with relevant values
PolygonData newData = { 0 };
newData.vertexCount = 3;
newData.positions[0] = Vector2Subtract(vertices[i], offset);
newData.positions[1] = Vector2Subtract(vertices[nextIndex], offset);
newData.positions[2] = Vector2Subtract(position, center);
// Separate vertices to avoid unnecessary physics collisions
newData.positions[0].x *= 0.95f;
newData.positions[0].y *= 0.95f;
newData.positions[1].x *= 0.95f;
newData.positions[1].y *= 0.95f;
newData.positions[2].x *= 0.95f;
newData.positions[2].y *= 0.95f;
// Calculate polygon faces normals
for (int j = 0; j < newData.vertexCount; j++)
{
int nextVertex = (((j + 1) < newData.vertexCount) ? (j + 1) : 0);
Vector2 face = Vector2Subtract(newData.positions[nextVertex], newData.positions[j]);
newData.normals[j] = (Vector2){ face.y, -face.x };
MathNormalize(&newData.normals[j]);
}
// Apply computed vertex data to new physics body shape
newBody->shape.vertexData = newData;
newBody->shape.transform = trans;
// Calculate centroid and moment of inertia
center = PHYSAC_VECTOR_ZERO;
float area = 0.0f;
float inertia = 0.0f;
for (int j = 0; j < newBody->shape.vertexData.vertexCount; j++)
{
// Triangle vertices, third vertex implied as (0, 0)
Vector2 p1 = newBody->shape.vertexData.positions[j];
int nextVertex = (((j + 1) < newBody->shape.vertexData.vertexCount) ? (j + 1) : 0);
Vector2 p2 = newBody->shape.vertexData.positions[nextVertex];
float D = MathCrossVector2(p1, p2);
float triangleArea = D/2;
area += triangleArea;
// Use area to weight the centroid average, not just vertex position
center.x += triangleArea*PHYSAC_K*(p1.x + p2.x);
center.y += triangleArea*PHYSAC_K*(p1.y + p2.y);
float intx2 = p1.x*p1.x + p2.x*p1.x + p2.x*p2.x;
float inty2 = p1.y*p1.y + p2.y*p1.y + p2.y*p2.y;
inertia += (0.25f*PHYSAC_K*D)*(intx2 + inty2);
}
center.x *= 1.0f/area;
center.y *= 1.0f/area;
newBody->mass = area;
newBody->inverseMass = ((newBody->mass != 0.0f) ? 1.0f/newBody->mass : 0.0f);
newBody->inertia = inertia;
newBody->inverseInertia = ((newBody->inertia != 0.0f) ? 1.0f/newBody->inertia : 0.0f);
// Calculate explosion force direction
Vector2 pointA = newBody->position;
Vector2 pointB = Vector2Subtract(newData.positions[1], newData.positions[0]);
pointB.x /= 2.0f;
pointB.y /= 2.0f;
Vector2 forceDirection = Vector2Subtract(Vector2Add(pointA, Vector2Add(newData.positions[0], pointB)), newBody->position);
MathNormalize(&forceDirection);
forceDirection.x *= force;
forceDirection.y *= force;
// Apply force to new physics body
PhysicsAddForce(newBody, forceDirection);
}
PHYSAC_FREE(vertices);
}
}
}
#if defined(PHYSAC_DEBUG)
else TRACELOG("[PHYSAC] error when trying to shatter a null reference physics body");
#endif
}
// Returns the current amount of created physics bodies
PHYSACDEF int GetPhysicsBodiesCount(void)
{
return physicsBodiesCount;
}
// Returns a physics body of the bodies pool at a specific index
PHYSACDEF PhysicsBody GetPhysicsBody(int index)
{
PhysicsBody body = NULL;
if (index < physicsBodiesCount)
{
body = bodies[index];
if (body == NULL)
{
#if defined(PHYSAC_DEBUG)
TRACELOG("[PHYSAC] error when trying to get a null reference physics body");
#endif
}
}
#if defined(PHYSAC_DEBUG)
else TRACELOG("[PHYSAC] physics body index is out of bounds");
#endif
return body;
}
// Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON)
PHYSACDEF int GetPhysicsShapeType(int index)
{
int result = -1;
if (index < physicsBodiesCount)
{
PhysicsBody body = bodies[index];
if (body != NULL) result = body->shape.type;
#if defined(PHYSAC_DEBUG)
else TRACELOG("[PHYSAC] error when trying to get a null reference physics body");
#endif
}
#if defined(PHYSAC_DEBUG)
else TRACELOG("[PHYSAC] physics body index is out of bounds");
#endif
return result;
}
// Returns the amount of vertices of a physics body shape
PHYSACDEF int GetPhysicsShapeVerticesCount(int index)
{
int result = 0;
if (index < physicsBodiesCount)
{
PhysicsBody body = bodies[index];
if (body != NULL)
{
switch (body->shape.type)
{
case PHYSICS_CIRCLE: result = PHYSAC_CIRCLE_VERTICES; break;
case PHYSICS_POLYGON: result = body->shape.vertexData.vertexCount; break;
default: break;
}
}
#if defined(PHYSAC_DEBUG)
else TRACELOG("[PHYSAC] error when trying to get a null reference physics body");
#endif
}
#if defined(PHYSAC_DEBUG)
else TRACELOG("[PHYSAC] physics body index is out of bounds");
#endif
return result;
}
// Returns transformed position of a body shape (body position + vertex transformed position)
PHYSACDEF Vector2 GetPhysicsShapeVertex(PhysicsBody body, int vertex)
{
Vector2 position = { 0.0f, 0.0f };
if (body != NULL)
{
switch (body->shape.type)
{
case PHYSICS_CIRCLE:
{
position.x = body->position.x + cosf(360.0f/PHYSAC_CIRCLE_VERTICES*vertex*PHYSAC_DEG2RAD)*body->shape.radius;
position.y = body->position.y + sinf(360.0f/PHYSAC_CIRCLE_VERTICES*vertex*PHYSAC_DEG2RAD)*body->shape.radius;
} break;
case PHYSICS_POLYGON:
{
PolygonData vertexData = body->shape.vertexData;
position = Vector2Add(body->position, Mat2MultiplyVector2(body->shape.transform, vertexData.positions[vertex]));
} break;
default: break;
}
}
#if defined(PHYSAC_DEBUG)
else TRACELOG("[PHYSAC] error when trying to get a null reference physics body");
#endif
return position;
}
// Sets physics body shape transform based on radians parameter
PHYSACDEF void SetPhysicsBodyRotation(PhysicsBody body, float radians)
{
if (body != NULL)
{
body->orient = radians;
if (body->shape.type == PHYSICS_POLYGON) body->shape.transform = Mat2Radians(radians);
}
}
// Unitializes and destroys a physics body
PHYSACDEF void DestroyPhysicsBody(PhysicsBody body)
{
if (body != NULL)
{
int id = body->id;
int index = -1;
for (int i = 0; i < physicsBodiesCount; i++)
{
if (bodies[i]->id == id)
{
index = i;
break;
}
}
if (index == -1)
{
#if defined(PHYSAC_DEBUG)
TRACELOG("[PHYSAC] Not possible to find body id %i in pointers array\n", id);
#endif
return; // Prevent access to index -1
}
// Free body allocated memory
PHYSAC_FREE(body);
usedMemory -= sizeof(PhysicsBodyData);
bodies[index] = NULL;
// Reorder physics bodies pointers array and its catched index
for (int i = index; i < physicsBodiesCount; i++)
{
if ((i + 1) < physicsBodiesCount) bodies[i] = bodies[i + 1];
}
// Update physics bodies count
physicsBodiesCount--;
#if defined(PHYSAC_DEBUG)
TRACELOG("[PHYSAC] destroyed physics body id %i\n", id);
#endif
}
#if defined(PHYSAC_DEBUG)
else TRACELOG("[PHYSAC] error trying to destroy a null referenced body\n");
#endif
}
// Destroys created physics bodies and manifolds and resets global values
PHYSACDEF void ResetPhysics(void)
{
// Unitialize physics bodies dynamic memory allocations
for (int i = physicsBodiesCount - 1; i >= 0; i--)
{
PhysicsBody body = bodies[i];
if (body != NULL)
{
PHYSAC_FREE(body);
bodies[i] = NULL;
usedMemory -= sizeof(PhysicsBodyData);
}
}
physicsBodiesCount = 0;
// Unitialize physics manifolds dynamic memory allocations
for (int i = physicsManifoldsCount - 1; i >= 0; i--)
{
PhysicsManifold manifold = contacts[i];
if (manifold != NULL)
{
PHYSAC_FREE(manifold);
contacts[i] = NULL;
usedMemory -= sizeof(PhysicsManifoldData);
}
}
physicsManifoldsCount = 0;
#if defined(PHYSAC_DEBUG)
TRACELOG("[PHYSAC] physics module reset successfully\n");
#endif
}
// Unitializes physics pointers and exits physics loop thread
PHYSACDEF void ClosePhysics(void)
{
// Exit physics loop thread
physicsThreadEnabled = false;
#if !defined(PHYSAC_NO_THREADS)
pthread_join(physicsThreadId, NULL);
#endif
// Unitialize physics manifolds dynamic memory allocations
for (int i = physicsManifoldsCount - 1; i >= 0; i--) DestroyPhysicsManifold(contacts[i]);
// Unitialize physics bodies dynamic memory allocations
for (int i = physicsBodiesCount - 1; i >= 0; i--) DestroyPhysicsBody(bodies[i]);
#if defined(PHYSAC_DEBUG)
if (physicsBodiesCount > 0 || usedMemory != 0) TRACELOG("[PHYSAC] physics module closed with %i still allocated bodies [MEMORY: %i bytes]\n", physicsBodiesCount, usedMemory);
else if (physicsManifoldsCount > 0 || usedMemory != 0) TRACELOG("[PHYSAC] physics module closed with %i still allocated manifolds [MEMORY: %i bytes]\n", physicsManifoldsCount, usedMemory);
else TRACELOG("[PHYSAC] physics module closed successfully\n");
#endif
}
//----------------------------------------------------------------------------------
// Module Internal Functions Definition
//----------------------------------------------------------------------------------
// Finds a valid index for a new physics body initialization
static int FindAvailableBodyIndex()
{
int index = -1;
for (int i = 0; i < PHYSAC_MAX_BODIES; i++)
{
int currentId = i;
// Check if current id already exist in other physics body
for (int k = 0; k < physicsBodiesCount; k++)
{
if (bodies[k]->id == currentId)
{
currentId++;
break;
}
}
// If it is not used, use it as new physics body id
if (currentId == i)
{
index = i;
break;
}
}
return index;
}
// Creates a random polygon shape with max vertex distance from polygon pivot
static PolygonData CreateRandomPolygon(float radius, int sides)
{
PolygonData data = { 0 };
data.vertexCount = sides;
// Calculate polygon vertices positions
for (int i = 0; i < data.vertexCount; i++)
{
data.positions[i].x = cosf(360.0f/sides*i*PHYSAC_DEG2RAD)*radius;
data.positions[i].y = sinf(360.0f/sides*i*PHYSAC_DEG2RAD)*radius;
}
// Calculate polygon faces normals
for (int i = 0; i < data.vertexCount; i++)
{
int nextIndex = (((i + 1) < sides) ? (i + 1) : 0);
Vector2 face = Vector2Subtract(data.positions[nextIndex], data.positions[i]);
data.normals[i] = (Vector2){ face.y, -face.x };
MathNormalize(&data.normals[i]);
}
return data;
}
// Creates a rectangle polygon shape based on a min and max positions
static PolygonData CreateRectanglePolygon(Vector2 pos, Vector2 size)
{
PolygonData data = { 0 };
data.vertexCount = 4;
// Calculate polygon vertices positions
data.positions[0] = (Vector2){ pos.x + size.x/2, pos.y - size.y/2 };
data.positions[1] = (Vector2){ pos.x + size.x/2, pos.y + size.y/2 };
data.positions[2] = (Vector2){ pos.x - size.x/2, pos.y + size.y/2 };
data.positions[3] = (Vector2){ pos.x - size.x/2, pos.y - size.y/2 };
// Calculate polygon faces normals
for (int i = 0; i < data.vertexCount; i++)
{
int nextIndex = (((i + 1) < data.vertexCount) ? (i + 1) : 0);
Vector2 face = Vector2Subtract(data.positions[nextIndex], data.positions[i]);
data.normals[i] = (Vector2){ face.y, -face.x };
MathNormalize(&data.normals[i]);
}
return data;
}
// Physics loop thread function
static void *PhysicsLoop(void *arg)
{
#if !defined(PHYSAC_NO_THREADS)
#if defined(PHYSAC_DEBUG)
TRACELOG("[PHYSAC] physics thread created successfully\n");
#endif
// Initialize physics loop thread values
physicsThreadEnabled = true;
// Physics update loop
while (physicsThreadEnabled)
{
RunPhysicsStep();
}
#endif
return NULL;
}
// Physics steps calculations (dynamics, collisions and position corrections)
static void PhysicsStep(void)
{
// Update current steps count
stepsCount++;
// Clear previous generated collisions information
for (int i = physicsManifoldsCount - 1; i >= 0; i--)
{
PhysicsManifold manifold = contacts[i];
if (manifold != NULL) DestroyPhysicsManifold(manifold);
}
// Reset physics bodies grounded state
for (int i = 0; i < physicsBodiesCount; i++)
{
PhysicsBody body = bodies[i];
body->isGrounded = false;
}
// Generate new collision information
for (int i = 0; i < physicsBodiesCount; i++)
{
PhysicsBody bodyA = bodies[i];
if (bodyA != NULL)
{
for (int j = i + 1; j < physicsBodiesCount; j++)
{
PhysicsBody bodyB = bodies[j];
if (bodyB != NULL)
{
if ((bodyA->inverseMass == 0) && (bodyB->inverseMass == 0)) continue;
PhysicsManifold manifold = CreatePhysicsManifold(bodyA, bodyB);
SolvePhysicsManifold(manifold);
if (manifold->contactsCount > 0)
{
// Create a new manifold with same information as previously solved manifold and add it to the manifolds pool last slot
PhysicsManifold newManifold = CreatePhysicsManifold(bodyA, bodyB);
newManifold->penetration = manifold->penetration;
newManifold->normal = manifold->normal;
newManifold->contacts[0] = manifold->contacts[0];
newManifold->contacts[1] = manifold->contacts[1];
newManifold->contactsCount = manifold->contactsCount;
newManifold->restitution = manifold->restitution;
newManifold->dynamicFriction = manifold->dynamicFriction;
newManifold->staticFriction = manifold->staticFriction;
}
}
}
}
}
// Integrate forces to physics bodies
for (int i = 0; i < physicsBodiesCount; i++)
{
PhysicsBody body = bodies[i];
if (body != NULL) IntegratePhysicsForces(body);
}
// Initialize physics manifolds to solve collisions
for (int i = 0; i < physicsManifoldsCount; i++)
{
PhysicsManifold manifold = contacts[i];
if (manifold != NULL) InitializePhysicsManifolds(manifold);
}
// Integrate physics collisions impulses to solve collisions
for (int i = 0; i < PHYSAC_COLLISION_ITERATIONS; i++)
{
for (int j = 0; j < physicsManifoldsCount; j++)
{
PhysicsManifold manifold = contacts[i];
if (manifold != NULL) IntegratePhysicsImpulses(manifold);
}
}
// Integrate velocity to physics bodies
for (int i = 0; i < physicsBodiesCount; i++)
{
PhysicsBody body = bodies[i];
if (body != NULL) IntegratePhysicsVelocity(body);
}
// Correct physics bodies positions based on manifolds collision information
for (int i = 0; i < physicsManifoldsCount; i++)
{
PhysicsManifold manifold = contacts[i];
if (manifold != NULL) CorrectPhysicsPositions(manifold);
}
// Clear physics bodies forces
for (int i = 0; i < physicsBodiesCount; i++)
{
PhysicsBody body = bodies[i];
if (body != NULL)
{
body->force = PHYSAC_VECTOR_ZERO;
body->torque = 0.0f;
}
}
}
// Wrapper to ensure PhysicsStep is run with at a fixed time step
PHYSACDEF void RunPhysicsStep(void)
{
// Calculate current time
currentTime = GetCurrentTime();
// Calculate current delta time
const double delta = currentTime - startTime;
// Store the time elapsed since the last frame began
accumulator += delta;
// Fixed time stepping loop
while (accumulator >= deltaTime)
{
#ifdef PHYSAC_DEBUG
//TRACELOG("currentTime %f, startTime %f, accumulator-pre %f, accumulator-post %f, delta %f, deltaTime %f\n",
// currentTime, startTime, accumulator, accumulator-deltaTime, delta, deltaTime);
#endif
PhysicsStep();
accumulator -= deltaTime;
}
// Record the starting of this frame
startTime = currentTime;
}
PHYSACDEF void SetPhysicsTimeStep(double delta)
{
deltaTime = delta;
}
// Finds a valid index for a new manifold initialization
static int FindAvailableManifoldIndex()
{
int index = -1;
for (int i = 0; i < PHYSAC_MAX_MANIFOLDS; i++)
{
int currentId = i;
// Check if current id already exist in other physics body
for (int k = 0; k < physicsManifoldsCount; k++)
{
if (contacts[k]->id == currentId)
{
currentId++;
break;
}
}
// If it is not used, use it as new physics body id
if (currentId == i)
{
index = i;
break;
}
}
return index;
}
// Creates a new physics manifold to solve collision
static PhysicsManifold CreatePhysicsManifold(PhysicsBody a, PhysicsBody b)
{
PhysicsManifold newManifold = (PhysicsManifold)PHYSAC_MALLOC(sizeof(PhysicsManifoldData));
usedMemory += sizeof(PhysicsManifoldData);
int newId = FindAvailableManifoldIndex();
if (newId != -1)
{
// Initialize new manifold with generic values
newManifold->id = newId;
newManifold->bodyA = a;
newManifold->bodyB = b;
newManifold->penetration = 0;
newManifold->normal = PHYSAC_VECTOR_ZERO;
newManifold->contacts[0] = PHYSAC_VECTOR_ZERO;
newManifold->contacts[1] = PHYSAC_VECTOR_ZERO;
newManifold->contactsCount = 0;
newManifold->restitution = 0.0f;
newManifold->dynamicFriction = 0.0f;
newManifold->staticFriction = 0.0f;
// Add new body to bodies pointers array and update bodies count
contacts[physicsManifoldsCount] = newManifold;
physicsManifoldsCount++;
}
#if defined(PHYSAC_DEBUG)
else TRACELOG("[PHYSAC] new physics manifold creation failed because there is any available id to use\n");
#endif
return newManifold;
}
// Unitializes and destroys a physics manifold
static void DestroyPhysicsManifold(PhysicsManifold manifold)
{
if (manifold != NULL)
{
int id = manifold->id;
int index = -1;
for (int i = 0; i < physicsManifoldsCount; i++)
{
if (contacts[i]->id == id)
{
index = i;
break;
}
}
if (index == -1)
{
#if defined(PHYSAC_DEBUG)
TRACELOG("[PHYSAC] Not possible to manifold id %i in pointers array\n", id);
#endif
return; // Prevent access to index -1
}
// Free manifold allocated memory
PHYSAC_FREE(manifold);
usedMemory -= sizeof(PhysicsManifoldData);
contacts[index] = NULL;
// Reorder physics manifolds pointers array and its catched index
for (int i = index; i < physicsManifoldsCount; i++)
{
if ((i + 1) < physicsManifoldsCount) contacts[i] = contacts[i + 1];
}
// Update physics manifolds count
physicsManifoldsCount--;
}
#if defined(PHYSAC_DEBUG)
else TRACELOG("[PHYSAC] error trying to destroy a null referenced manifold\n");
#endif
}
// Solves a created physics manifold between two physics bodies
static void SolvePhysicsManifold(PhysicsManifold manifold)
{
switch (manifold->bodyA->shape.type)
{
case PHYSICS_CIRCLE:
{
switch (manifold->bodyB->shape.type)
{
case PHYSICS_CIRCLE: SolveCircleToCircle(manifold); break;
case PHYSICS_POLYGON: SolveCircleToPolygon(manifold); break;
default: break;
}
} break;
case PHYSICS_POLYGON:
{
switch (manifold->bodyB->shape.type)
{
case PHYSICS_CIRCLE: SolvePolygonToCircle(manifold); break;
case PHYSICS_POLYGON: SolvePolygonToPolygon(manifold); break;
default: break;
}
} break;
default: break;
}
// Update physics body grounded state if normal direction is down and grounded state is not set yet in previous manifolds
if (!manifold->bodyB->isGrounded) manifold->bodyB->isGrounded = (manifold->normal.y < 0);
}
// Solves collision between two circle shape physics bodies
static void SolveCircleToCircle(PhysicsManifold manifold)
{
PhysicsBody bodyA = manifold->bodyA;
PhysicsBody bodyB = manifold->bodyB;
if ((bodyA == NULL) || (bodyB == NULL)) return;
// Calculate translational vector, which is normal
Vector2 normal = Vector2Subtract(bodyB->position, bodyA->position);
float distSqr = MathLenSqr(normal);
float radius = bodyA->shape.radius + bodyB->shape.radius;
// Check if circles are not in contact
if (distSqr >= radius*radius)
{
manifold->contactsCount = 0;
return;
}
float distance = sqrtf(distSqr);
manifold->contactsCount = 1;
if (distance == 0.0f)
{
manifold->penetration = bodyA->shape.radius;
manifold->normal = (Vector2){ 1.0f, 0.0f };
manifold->contacts[0] = bodyA->position;
}
else
{
manifold->penetration = radius - distance;
manifold->normal = (Vector2){ normal.x/distance, normal.y/distance }; // Faster than using MathNormalize() due to sqrt is already performed
manifold->contacts[0] = (Vector2){ manifold->normal.x*bodyA->shape.radius + bodyA->position.x, manifold->normal.y*bodyA->shape.radius + bodyA->position.y };
}
// Update physics body grounded state if normal direction is down
if (!bodyA->isGrounded) bodyA->isGrounded = (manifold->normal.y < 0);
}
// Solves collision between a circle to a polygon shape physics bodies
static void SolveCircleToPolygon(PhysicsManifold manifold)
{
PhysicsBody bodyA = manifold->bodyA;
PhysicsBody bodyB = manifold->bodyB;
if ((bodyA == NULL) || (bodyB == NULL)) return;
manifold->contactsCount = 0;
// Transform circle center to polygon transform space
Vector2 center = bodyA->position;
center = Mat2MultiplyVector2(Mat2Transpose(bodyB->shape.transform), Vector2Subtract(center, bodyB->position));
// Find edge with minimum penetration
// It is the same concept as using support points in SolvePolygonToPolygon
float separation = -PHYSAC_FLT_MAX;
int faceNormal = 0;
PolygonData vertexData = bodyB->shape.vertexData;
for (int i = 0; i < vertexData.vertexCount; i++)
{
float currentSeparation = MathDot(vertexData.normals[i], Vector2Subtract(center, vertexData.positions[i]));
if (currentSeparation > bodyA->shape.radius) return;
if (currentSeparation > separation)
{
separation = currentSeparation;
faceNormal = i;
}
}
// Grab face's vertices
Vector2 v1 = vertexData.positions[faceNormal];
int nextIndex = (((faceNormal + 1) < vertexData.vertexCount) ? (faceNormal + 1) : 0);
Vector2 v2 = vertexData.positions[nextIndex];
// Check to see if center is within polygon
if (separation < PHYSAC_EPSILON)
{
manifold->contactsCount = 1;
Vector2 normal = Mat2MultiplyVector2(bodyB->shape.transform, vertexData.normals[faceNormal]);
manifold->normal = (Vector2){ -normal.x, -normal.y };
manifold->contacts[0] = (Vector2){ manifold->normal.x*bodyA->shape.radius + bodyA->position.x, manifold->normal.y*bodyA->shape.radius + bodyA->position.y };
manifold->penetration = bodyA->shape.radius;
return;
}
// Determine which voronoi region of the edge center of circle lies within
float dot1 = MathDot(Vector2Subtract(center, v1), Vector2Subtract(v2, v1));
float dot2 = MathDot(Vector2Subtract(center, v2), Vector2Subtract(v1, v2));
manifold->penetration = bodyA->shape.radius - separation;
if (dot1 <= 0.0f) // Closest to v1
{
if (DistSqr(center, v1) > bodyA->shape.radius*bodyA->shape.radius) return;
manifold->contactsCount = 1;
Vector2 normal = Vector2Subtract(v1, center);
normal = Mat2MultiplyVector2(bodyB->shape.transform, normal);
MathNormalize(&normal);
manifold->normal = normal;
v1 = Mat2MultiplyVector2(bodyB->shape.transform, v1);
v1 = Vector2Add(v1, bodyB->position);
manifold->contacts[0] = v1;
}
else if (dot2 <= 0.0f) // Closest to v2
{
if (DistSqr(center, v2) > bodyA->shape.radius*bodyA->shape.radius) return;
manifold->contactsCount = 1;
Vector2 normal = Vector2Subtract(v2, center);
v2 = Mat2MultiplyVector2(bodyB->shape.transform, v2);
v2 = Vector2Add(v2, bodyB->position);
manifold->contacts[0] = v2;
normal = Mat2MultiplyVector2(bodyB->shape.transform, normal);
MathNormalize(&normal);
manifold->normal = normal;
}
else // Closest to face
{
Vector2 normal = vertexData.normals[faceNormal];
if (MathDot(Vector2Subtract(center, v1), normal) > bodyA->shape.radius) return;
normal = Mat2MultiplyVector2(bodyB->shape.transform, normal);
manifold->normal = (Vector2){ -normal.x, -normal.y };
manifold->contacts[0] = (Vector2){ manifold->normal.x*bodyA->shape.radius + bodyA->position.x, manifold->normal.y*bodyA->shape.radius + bodyA->position.y };
manifold->contactsCount = 1;
}
}
// Solves collision between a polygon to a circle shape physics bodies
static void SolvePolygonToCircle(PhysicsManifold manifold)
{
PhysicsBody bodyA = manifold->bodyA;
PhysicsBody bodyB = manifold->bodyB;
if ((bodyA == NULL) || (bodyB == NULL)) return;
manifold->bodyA = bodyB;
manifold->bodyB = bodyA;
SolveCircleToPolygon(manifold);
manifold->normal.x *= -1.0f;
manifold->normal.y *= -1.0f;
}
// Solves collision between two polygons shape physics bodies
static void SolvePolygonToPolygon(PhysicsManifold manifold)
{
if ((manifold->bodyA == NULL) || (manifold->bodyB == NULL)) return;
PhysicsShape bodyA = manifold->bodyA->shape;
PhysicsShape bodyB = manifold->bodyB->shape;
manifold->contactsCount = 0;
// Check for separating axis with A shape's face planes
int faceA = 0;
float penetrationA = FindAxisLeastPenetration(&faceA, bodyA, bodyB);
if (penetrationA >= 0.0f) return;
// Check for separating axis with B shape's face planes
int faceB = 0;
float penetrationB = FindAxisLeastPenetration(&faceB, bodyB, bodyA);
if (penetrationB >= 0.0f) return;
int referenceIndex = 0;
bool flip = false; // Always point from A shape to B shape
PhysicsShape refPoly; // Reference
PhysicsShape incPoly; // Incident
// Determine which shape contains reference face
if (BiasGreaterThan(penetrationA, penetrationB))
{
refPoly = bodyA;
incPoly = bodyB;
referenceIndex = faceA;
}
else
{
refPoly = bodyB;
incPoly = bodyA;
referenceIndex = faceB;
flip = true;
}
// World space incident face
Vector2 incidentFace[2];
FindIncidentFace(&incidentFace[0], &incidentFace[1], refPoly, incPoly, referenceIndex);
// Setup reference face vertices
PolygonData refData = refPoly.vertexData;
Vector2 v1 = refData.positions[referenceIndex];
referenceIndex = (((referenceIndex + 1) < refData.vertexCount) ? (referenceIndex + 1) : 0);
Vector2 v2 = refData.positions[referenceIndex];
// Transform vertices to world space
v1 = Mat2MultiplyVector2(refPoly.transform, v1);
v1 = Vector2Add(v1, refPoly.body->position);
v2 = Mat2MultiplyVector2(refPoly.transform, v2);
v2 = Vector2Add(v2, refPoly.body->position);
// Calculate reference face side normal in world space
Vector2 sidePlaneNormal = Vector2Subtract(v2, v1);
MathNormalize(&sidePlaneNormal);
// Orthogonalize
Vector2 refFaceNormal = { sidePlaneNormal.y, -sidePlaneNormal.x };
float refC = MathDot(refFaceNormal, v1);
float negSide = MathDot(sidePlaneNormal, v1)*-1;
float posSide = MathDot(sidePlaneNormal, v2);
// Clip incident face to reference face side planes (due to floating point error, possible to not have required points
if (Clip((Vector2){ -sidePlaneNormal.x, -sidePlaneNormal.y }, negSide, &incidentFace[0], &incidentFace[1]) < 2) return;
if (Clip(sidePlaneNormal, posSide, &incidentFace[0], &incidentFace[1]) < 2) return;
// Flip normal if required
manifold->normal = (flip ? (Vector2){ -refFaceNormal.x, -refFaceNormal.y } : refFaceNormal);
// Keep points behind reference face
int currentPoint = 0; // Clipped points behind reference face
float separation = MathDot(refFaceNormal, incidentFace[0]) - refC;
if (separation <= 0.0f)
{
manifold->contacts[currentPoint] = incidentFace[0];
manifold->penetration = -separation;
currentPoint++;
}
else manifold->penetration = 0.0f;
separation = MathDot(refFaceNormal, incidentFace[1]) - refC;
if (separation <= 0.0f)
{
manifold->contacts[currentPoint] = incidentFace[1];
manifold->penetration += -separation;
currentPoint++;
// Calculate total penetration average
manifold->penetration /= currentPoint;
}
manifold->contactsCount = currentPoint;
}
// Integrates physics forces into velocity
static void IntegratePhysicsForces(PhysicsBody body)
{
if ((body == NULL) || (body->inverseMass == 0.0f) || !body->enabled) return;
body->velocity.x += (body->force.x*body->inverseMass)*(deltaTime/2.0);
body->velocity.y += (body->force.y*body->inverseMass)*(deltaTime/2.0);
if (body->useGravity)
{
body->velocity.x += gravityForce.x*(deltaTime/1000/2.0);
body->velocity.y += gravityForce.y*(deltaTime/1000/2.0);
}
if (!body->freezeOrient) body->angularVelocity += body->torque*body->inverseInertia*(deltaTime/2.0);
}
// Initializes physics manifolds to solve collisions
static void InitializePhysicsManifolds(PhysicsManifold manifold)
{
PhysicsBody bodyA = manifold->bodyA;
PhysicsBody bodyB = manifold->bodyB;
if ((bodyA == NULL) || (bodyB == NULL)) return;
// Calculate average restitution, static and dynamic friction
manifold->restitution = sqrtf(bodyA->restitution*bodyB->restitution);
manifold->staticFriction = sqrtf(bodyA->staticFriction*bodyB->staticFriction);
manifold->dynamicFriction = sqrtf(bodyA->dynamicFriction*bodyB->dynamicFriction);
for (int i = 0; i < manifold->contactsCount; i++)
{
// Caculate radius from center of mass to contact
Vector2 radiusA = Vector2Subtract(manifold->contacts[i], bodyA->position);
Vector2 radiusB = Vector2Subtract(manifold->contacts[i], bodyB->position);
Vector2 crossA = MathCross(bodyA->angularVelocity, radiusA);
Vector2 crossB = MathCross(bodyB->angularVelocity, radiusB);
Vector2 radiusV = { 0.0f, 0.0f };
radiusV.x = bodyB->velocity.x + crossB.x - bodyA->velocity.x - crossA.x;
radiusV.y = bodyB->velocity.y + crossB.y - bodyA->velocity.y - crossA.y;
// Determine if we should perform a resting collision or not;
// The idea is if the only thing moving this object is gravity, then the collision should be performed without any restitution
if (MathLenSqr(radiusV) < (MathLenSqr((Vector2){ gravityForce.x*deltaTime/1000, gravityForce.y*deltaTime/1000 }) + PHYSAC_EPSILON)) manifold->restitution = 0;
}
}
// Integrates physics collisions impulses to solve collisions
static void IntegratePhysicsImpulses(PhysicsManifold manifold)
{
PhysicsBody bodyA = manifold->bodyA;
PhysicsBody bodyB = manifold->bodyB;
if ((bodyA == NULL) || (bodyB == NULL)) return;
// Early out and positional correct if both objects have infinite mass
if (fabs(bodyA->inverseMass + bodyB->inverseMass) <= PHYSAC_EPSILON)
{
bodyA->velocity = PHYSAC_VECTOR_ZERO;
bodyB->velocity = PHYSAC_VECTOR_ZERO;
return;
}
for (int i = 0; i < manifold->contactsCount; i++)
{
// Calculate radius from center of mass to contact
Vector2 radiusA = Vector2Subtract(manifold->contacts[i], bodyA->position);
Vector2 radiusB = Vector2Subtract(manifold->contacts[i], bodyB->position);
// Calculate relative velocity
Vector2 radiusV = { 0.0f, 0.0f };
radiusV.x = bodyB->velocity.x + MathCross(bodyB->angularVelocity, radiusB).x - bodyA->velocity.x - MathCross(bodyA->angularVelocity, radiusA).x;
radiusV.y = bodyB->velocity.y + MathCross(bodyB->angularVelocity, radiusB).y - bodyA->velocity.y - MathCross(bodyA->angularVelocity, radiusA).y;
// Relative velocity along the normal
float contactVelocity = MathDot(radiusV, manifold->normal);
// Do not resolve if velocities are separating
if (contactVelocity > 0.0f) return;
float raCrossN = MathCrossVector2(radiusA, manifold->normal);
float rbCrossN = MathCrossVector2(radiusB, manifold->normal);
float inverseMassSum = bodyA->inverseMass + bodyB->inverseMass + (raCrossN*raCrossN)*bodyA->inverseInertia + (rbCrossN*rbCrossN)*bodyB->inverseInertia;
// Calculate impulse scalar value
float impulse = -(1.0f + manifold->restitution)*contactVelocity;
impulse /= inverseMassSum;
impulse /= (float)manifold->contactsCount;
// Apply impulse to each physics body
Vector2 impulseV = { manifold->normal.x*impulse, manifold->normal.y*impulse };
if (bodyA->enabled)
{
bodyA->velocity.x += bodyA->inverseMass*(-impulseV.x);
bodyA->velocity.y += bodyA->inverseMass*(-impulseV.y);
if (!bodyA->freezeOrient) bodyA->angularVelocity += bodyA->inverseInertia*MathCrossVector2(radiusA, (Vector2){ -impulseV.x, -impulseV.y });
}
if (bodyB->enabled)
{
bodyB->velocity.x += bodyB->inverseMass*(impulseV.x);
bodyB->velocity.y += bodyB->inverseMass*(impulseV.y);
if (!bodyB->freezeOrient) bodyB->angularVelocity += bodyB->inverseInertia*MathCrossVector2(radiusB, impulseV);
}
// Apply friction impulse to each physics body
radiusV.x = bodyB->velocity.x + MathCross(bodyB->angularVelocity, radiusB).x - bodyA->velocity.x - MathCross(bodyA->angularVelocity, radiusA).x;
radiusV.y = bodyB->velocity.y + MathCross(bodyB->angularVelocity, radiusB).y - bodyA->velocity.y - MathCross(bodyA->angularVelocity, radiusA).y;
Vector2 tangent = { radiusV.x - (manifold->normal.x*MathDot(radiusV, manifold->normal)), radiusV.y - (manifold->normal.y*MathDot(radiusV, manifold->normal)) };
MathNormalize(&tangent);
// Calculate impulse tangent magnitude
float impulseTangent = -MathDot(radiusV, tangent);
impulseTangent /= inverseMassSum;
impulseTangent /= (float)manifold->contactsCount;
float absImpulseTangent = fabs(impulseTangent);
// Don't apply tiny friction impulses
if (absImpulseTangent <= PHYSAC_EPSILON) return;
// Apply coulumb's law
Vector2 tangentImpulse = { 0.0f, 0.0f };
if (absImpulseTangent < impulse*manifold->staticFriction) tangentImpulse = (Vector2){ tangent.x*impulseTangent, tangent.y*impulseTangent };
else tangentImpulse = (Vector2){ tangent.x*-impulse*manifold->dynamicFriction, tangent.y*-impulse*manifold->dynamicFriction };
// Apply friction impulse
if (bodyA->enabled)
{
bodyA->velocity.x += bodyA->inverseMass*(-tangentImpulse.x);
bodyA->velocity.y += bodyA->inverseMass*(-tangentImpulse.y);
if (!bodyA->freezeOrient) bodyA->angularVelocity += bodyA->inverseInertia*MathCrossVector2(radiusA, (Vector2){ -tangentImpulse.x, -tangentImpulse.y });
}
if (bodyB->enabled)
{
bodyB->velocity.x += bodyB->inverseMass*(tangentImpulse.x);
bodyB->velocity.y += bodyB->inverseMass*(tangentImpulse.y);
if (!bodyB->freezeOrient) bodyB->angularVelocity += bodyB->inverseInertia*MathCrossVector2(radiusB, tangentImpulse);
}
}
}
// Integrates physics velocity into position and forces
static void IntegratePhysicsVelocity(PhysicsBody body)
{
if ((body == NULL) ||!body->enabled) return;
body->position.x += body->velocity.x*deltaTime;
body->position.y += body->velocity.y*deltaTime;
if (!body->freezeOrient) body->orient += body->angularVelocity*deltaTime;
Mat2Set(&body->shape.transform, body->orient);
IntegratePhysicsForces(body);
}
// Corrects physics bodies positions based on manifolds collision information
static void CorrectPhysicsPositions(PhysicsManifold manifold)
{
PhysicsBody bodyA = manifold->bodyA;
PhysicsBody bodyB = manifold->bodyB;
if ((bodyA == NULL) || (bodyB == NULL)) return;
Vector2 correction = { 0.0f, 0.0f };
correction.x = (max(manifold->penetration - PHYSAC_PENETRATION_ALLOWANCE, 0.0f)/(bodyA->inverseMass + bodyB->inverseMass))*manifold->normal.x*PHYSAC_PENETRATION_CORRECTION;
correction.y = (max(manifold->penetration - PHYSAC_PENETRATION_ALLOWANCE, 0.0f)/(bodyA->inverseMass + bodyB->inverseMass))*manifold->normal.y*PHYSAC_PENETRATION_CORRECTION;
if (bodyA->enabled)
{
bodyA->position.x -= correction.x*bodyA->inverseMass;
bodyA->position.y -= correction.y*bodyA->inverseMass;
}
if (bodyB->enabled)
{
bodyB->position.x += correction.x*bodyB->inverseMass;
bodyB->position.y += correction.y*bodyB->inverseMass;
}
}
// Returns the extreme point along a direction within a polygon
static Vector2 GetSupport(PhysicsShape shape, Vector2 dir)
{
float bestProjection = -PHYSAC_FLT_MAX;
Vector2 bestVertex = { 0.0f, 0.0f };
PolygonData data = shape.vertexData;
for (int i = 0; i < data.vertexCount; i++)
{
Vector2 vertex = data.positions[i];
float projection = MathDot(vertex, dir);
if (projection > bestProjection)
{
bestVertex = vertex;
bestProjection = projection;
}
}
return bestVertex;
}
// Finds polygon shapes axis least penetration
static float FindAxisLeastPenetration(int *faceIndex, PhysicsShape shapeA, PhysicsShape shapeB)
{
float bestDistance = -PHYSAC_FLT_MAX;
int bestIndex = 0;
PolygonData dataA = shapeA.vertexData;
//PolygonData dataB = shapeB.vertexData;
for (int i = 0; i < dataA.vertexCount; i++)
{
// Retrieve a face normal from A shape
Vector2 normal = dataA.normals[i];
Vector2 transNormal = Mat2MultiplyVector2(shapeA.transform, normal);
// Transform face normal into B shape's model space
Matrix2x2 buT = Mat2Transpose(shapeB.transform);
normal = Mat2MultiplyVector2(buT, transNormal);
// Retrieve support point from B shape along -n
Vector2 support = GetSupport(shapeB, (Vector2){ -normal.x, -normal.y });
// Retrieve vertex on face from A shape, transform into B shape's model space
Vector2 vertex = dataA.positions[i];
vertex = Mat2MultiplyVector2(shapeA.transform, vertex);
vertex = Vector2Add(vertex, shapeA.body->position);
vertex = Vector2Subtract(vertex, shapeB.body->position);
vertex = Mat2MultiplyVector2(buT, vertex);
// Compute penetration distance in B shape's model space
float distance = MathDot(normal, Vector2Subtract(support, vertex));
// Store greatest distance
if (distance > bestDistance)
{
bestDistance = distance;
bestIndex = i;
}
}
*faceIndex = bestIndex;
return bestDistance;
}
// Finds two polygon shapes incident face
static void FindIncidentFace(Vector2 *v0, Vector2 *v1, PhysicsShape ref, PhysicsShape inc, int index)
{
PolygonData refData = ref.vertexData;
PolygonData incData = inc.vertexData;
Vector2 referenceNormal = refData.normals[index];
// Calculate normal in incident's frame of reference
referenceNormal = Mat2MultiplyVector2(ref.transform, referenceNormal); // To world space
referenceNormal = Mat2MultiplyVector2(Mat2Transpose(inc.transform), referenceNormal); // To incident's model space
// Find most anti-normal face on polygon
int incidentFace = 0;
float minDot = PHYSAC_FLT_MAX;
for (int i = 0; i < incData.vertexCount; i++)
{
float dot = MathDot(referenceNormal, incData.normals[i]);
if (dot < minDot)
{
minDot = dot;
incidentFace = i;
}
}
// Assign face vertices for incident face
*v0 = Mat2MultiplyVector2(inc.transform, incData.positions[incidentFace]);
*v0 = Vector2Add(*v0, inc.body->position);
incidentFace = (((incidentFace + 1) < incData.vertexCount) ? (incidentFace + 1) : 0);
*v1 = Mat2MultiplyVector2(inc.transform, incData.positions[incidentFace]);
*v1 = Vector2Add(*v1, inc.body->position);
}
// Calculates clipping based on a normal and two faces
static int Clip(Vector2 normal, float clip, Vector2 *faceA, Vector2 *faceB)
{
int sp = 0;
Vector2 out[2] = { *faceA, *faceB };
// Retrieve distances from each endpoint to the line
float distanceA = MathDot(normal, *faceA) - clip;
float distanceB = MathDot(normal, *faceB) - clip;
// If negative (behind plane)
if (distanceA <= 0.0f) out[sp++] = *faceA;
if (distanceB <= 0.0f) out[sp++] = *faceB;
// If the points are on different sides of the plane
if ((distanceA*distanceB) < 0.0f)
{
// Push intersection point
float alpha = distanceA/(distanceA - distanceB);
out[sp] = *faceA;
Vector2 delta = Vector2Subtract(*faceB, *faceA);
delta.x *= alpha;
delta.y *= alpha;
out[sp] = Vector2Add(out[sp], delta);
sp++;
}
// Assign the new converted values
*faceA = out[0];
*faceB = out[1];
return sp;
}
// Check if values are between bias range
static bool BiasGreaterThan(float valueA, float valueB)
{
return (valueA >= (valueB*0.95f + valueA*0.01f));
}
// Returns the barycenter of a triangle given by 3 points
static Vector2 TriangleBarycenter(Vector2 v1, Vector2 v2, Vector2 v3)
{
Vector2 result = { 0.0f, 0.0f };
result.x = (v1.x + v2.x + v3.x)/3;
result.y = (v1.y + v2.y + v3.y)/3;
return result;
}
// Initializes hi-resolution MONOTONIC timer
static void InitTimer(void)
{
srand(time(NULL)); // Initialize random seed
#if defined(_WIN32)
QueryPerformanceFrequency((unsigned long long int *) &frequency);
#endif
#if defined(__EMSCRIPTEN__) || defined(__linux__)
struct timespec now;
if (clock_gettime(CLOCK_MONOTONIC, &now) == 0) frequency = 1000000000;
#endif
#if defined(__APPLE__)
mach_timebase_info_data_t timebase;
mach_timebase_info(&timebase);
frequency = (timebase.denom*1e9)/timebase.numer;
#endif
baseTime = GetTimeCount(); // Get MONOTONIC clock time offset
startTime = GetCurrentTime(); // Get current time
}
// Get hi-res MONOTONIC time measure in seconds
static unsigned long long int GetTimeCount(void)
{
unsigned long long int value = 0;
#if defined(_WIN32)
QueryPerformanceCounter((unsigned long long int *) &value);
#endif
#if defined(__linux__)
struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
value = (unsigned long long int)now.tv_sec*(unsigned long long int)1000000000 + (unsigned long long int)now.tv_nsec;
#endif
#if defined(__APPLE__)
value = mach_absolute_time();
#endif
return value;
}
// Get current time in milliseconds
static double GetCurrentTime(void)
{
return (double)(GetTimeCount() - baseTime)/frequency*1000;
}
// Returns the cross product of a vector and a value
static inline Vector2 MathCross(float value, Vector2 vector)
{
return (Vector2){ -value*vector.y, value*vector.x };
}
// Returns the cross product of two vectors
static inline float MathCrossVector2(Vector2 v1, Vector2 v2)
{
return (v1.x*v2.y - v1.y*v2.x);
}
// Returns the len square root of a vector
static inline float MathLenSqr(Vector2 vector)
{
return (vector.x*vector.x + vector.y*vector.y);
}
// Returns the dot product of two vectors
static inline float MathDot(Vector2 v1, Vector2 v2)
{
return (v1.x*v2.x + v1.y*v2.y);
}
// Returns the square root of distance between two vectors
static inline float DistSqr(Vector2 v1, Vector2 v2)
{
Vector2 dir = Vector2Subtract(v1, v2);
return MathDot(dir, dir);
}
// Returns the normalized values of a vector
static void MathNormalize(Vector2 *vector)
{
float length, ilength;
Vector2 aux = *vector;
length = sqrtf(aux.x*aux.x + aux.y*aux.y);
if (length == 0) length = 1.0f;
ilength = 1.0f/length;
vector->x *= ilength;
vector->y *= ilength;
}
#if defined(PHYSAC_STANDALONE)
// Returns the sum of two given vectors
static inline Vector2 Vector2Add(Vector2 v1, Vector2 v2)
{
return (Vector2){ v1.x + v2.x, v1.y + v2.y };
}
// Returns the subtract of two given vectors
static inline Vector2 Vector2Subtract(Vector2 v1, Vector2 v2)
{
return (Vector2){ v1.x - v2.x, v1.y - v2.y };
}
#endif
// Creates a matrix 2x2 from a given radians value
static Matrix2x2 Mat2Radians(float radians)
{
float c = cosf(radians);
float s = sinf(radians);
return (Matrix2x2){ c, -s, s, c };
}
// Set values from radians to a created matrix 2x2
static void Mat2Set(Matrix2x2 *matrix, float radians)
{
float cos = cosf(radians);
float sin = sinf(radians);
matrix->m00 = cos;
matrix->m01 = -sin;
matrix->m10 = sin;
matrix->m11 = cos;
}
// Returns the transpose of a given matrix 2x2
static inline Matrix2x2 Mat2Transpose(Matrix2x2 matrix)
{
return (Matrix2x2){ matrix.m00, matrix.m10, matrix.m01, matrix.m11 };
}
// Multiplies a vector by a matrix 2x2
static inline Vector2 Mat2MultiplyVector2(Matrix2x2 matrix, Vector2 vector)
{
return (Vector2){ matrix.m00*vector.x + matrix.m01*vector.y, matrix.m10*vector.x + matrix.m11*vector.y };
}
#endif // PHYSAC_IMPLEMENTATION
/*******************************************************************************************
*
* Physac - Physics movement
*
* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
*
* Use the following line to compile:
*
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s -static /
* -lraylib -lpthread -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm /
* -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
*
* Copyright (c) 2016-2018 Victor Fisac
*
********************************************************************************************/
#include "raylib.h"
#define PHYSAC_IMPLEMENTATION
#define PHYSAC_NO_THREADS
#include "physac.h"
#define VELOCITY 0.5f
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics movement");
// Physac logo drawing position
int logoX = screenWidth - MeasureText("Physac", 30) - 10;
int logoY = 15;
// Initialize physics and default physics bodies
InitPhysics();
// Create floor and walls rectangle physics body
PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10);
PhysicsBody platformLeft = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.25f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10);
PhysicsBody platformRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.75f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10);
PhysicsBody wallLeft = CreatePhysicsBodyRectangle((Vector2){ -5, screenHeight/2 }, 10, screenHeight, 10);
PhysicsBody wallRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth + 5, screenHeight/2 }, 10, screenHeight, 10);
// Disable dynamics to floor and walls physics bodies
floor->enabled = false;
platformLeft->enabled = false;
platformRight->enabled = false;
wallLeft->enabled = false;
wallRight->enabled = false;
// Create movement physics body
PhysicsBody body = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight/2 }, 50, 50, 1);
body->freezeOrient = true; // Constrain body rotation to avoid little collision torque amounts
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
RunPhysicsStep();
if (IsKeyPressed('R')) // Reset physics input
{
// Reset movement physics body position, velocity and rotation
body->position = (Vector2){ screenWidth/2, screenHeight/2 };
body->velocity = (Vector2){ 0, 0 };
SetPhysicsBodyRotation(body, 0);
}
// Horizontal movement input
if (IsKeyDown(KEY_RIGHT)) body->velocity.x = VELOCITY;
else if (IsKeyDown(KEY_LEFT)) body->velocity.x = -VELOCITY;
// Vertical movement input checking if player physics body is grounded
if (IsKeyDown(KEY_UP) && body->isGrounded) body->velocity.y = -VELOCITY*4;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
DrawFPS(screenWidth - 90, screenHeight - 30);
// Draw created physics bodies
int bodiesCount = GetPhysicsBodiesCount();
for (int i = 0; i < bodiesCount; i++)
{
PhysicsBody body = GetPhysicsBody(i);
int vertexCount = GetPhysicsShapeVerticesCount(i);
for (int j = 0; j < vertexCount; j++)
{
// Get physics bodies shape vertices to draw lines
// Note: GetPhysicsShapeVertex() already calculates rotation transformations
Vector2 vertexA = GetPhysicsShapeVertex(body, j);
int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
Vector2 vertexB = GetPhysicsShapeVertex(body, jj);
DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
}
}
DrawText("Use 'ARROWS' to move player", 10, 10, 10, WHITE);
DrawText("Press 'R' to reset example", 10, 30, 10, WHITE);
DrawText("Physac", logoX, logoY, 30, WHITE);
DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
ClosePhysics(); // Unitialize physics
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
/**********************************************************************************************
*
* raylib - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
*
* FEATURES:
* - NO external dependencies, all required libraries included with raylib
* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, MacOS, UWP, Android, Raspberry Pi, HTML5.
* - Written in plain C code (C99) in PascalCase/camelCase notation
* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
* - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
* - Flexible Materials system, supporting classic maps and PBR maps
* - Skeletal Animation support (CPU bones-based animation)
* - Shaders support, including Model shaders and Postprocessing shaders
* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
* - VR stereo rendering with configurable HMD device parameters
* - Bindings to multiple programming languages available!
*
* NOTES:
* One custom font is loaded by default when InitWindow() [core]
* If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl]
* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
*
* DEPENDENCIES (included):
* [core] rglfw (github.com/glfw/glfw) for window/context management and input (only PLATFORM_DESKTOP)
* [rlgl] glad (github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (only PLATFORM_DESKTOP)
* [raudio] miniaudio (github.com/dr-soft/miniaudio) for audio device/context management
*
* OPTIONAL DEPENDENCIES (included):
* [core] rgif (Charlie Tangora, Ramon Santamaria) for GIF recording
* [textures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
* [textures] stb_image_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG)
* [textures] stb_image_resize (Sean Barret) for image resizing algorithms
* [textures] stb_perlin (Sean Barret) for Perlin noise image generation
* [text] stb_truetype (Sean Barret) for ttf fonts loading
* [text] stb_rect_pack (Sean Barret) for rectangles packing
* [models] par_shapes (Philip Rideout) for parametric 3d shapes generation
* [models] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
* [models] cgltf (Johannes Kuhlmann) for models loading (glTF)
* [raudio] stb_vorbis (Sean Barret) for OGG audio loading
* [raudio] dr_flac (David Reid) for FLAC audio file loading
* [raudio] dr_mp3 (David Reid) for MP3 audio file loading
* [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
* [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
*
*
* LICENSE: zlib/libpng
*
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software:
*
* Copyright (c) 2013-2020 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 RAYLIB_H
#define RAYLIB_H
#include <stdarg.h> // Required for: va_list - Only used by TraceLogCallback
#if defined(_WIN32)
// Microsoft attibutes to tell compiler that symbols are imported/exported from a .dll
#if defined(BUILD_LIBTYPE_SHARED)
#define RLAPI __declspec(dllexport) // We are building raylib as a Win32 shared library (.dll)
#elif defined(USE_LIBTYPE_SHARED)
#define RLAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
#else
#define RLAPI // We are building or using raylib as a static library
#endif
#else
#define RLAPI // We are building or using raylib as a static library (or Linux shared library)
#endif
//----------------------------------------------------------------------------------
// Some basic Defines
//----------------------------------------------------------------------------------
#ifndef PI
#define PI 3.14159265358979323846f
#endif
#define DEG2RAD (PI/180.0f)
#define RAD2DEG (180.0f/PI)
#define MAX_TOUCH_POINTS 10 // Maximum number of touch points supported
// Allow custom memory allocators
#ifndef RL_MALLOC
#define RL_MALLOC(sz) malloc(sz)
#endif
#ifndef RL_CALLOC
#define RL_CALLOC(n,sz) calloc(n,sz)
#endif
#ifndef RL_REALLOC
#define RL_REALLOC(ptr,sz) realloc(ptr,sz)
#endif
#ifndef RL_FREE
#define RL_FREE(ptr) free(ptr)
#endif
// NOTE: MSC C++ compiler does not support compound literals (C99 feature)
// Plain structures in C++ (without constructors) can be initialized from { } initializers.
#if defined(__cplusplus)
#define CLITERAL(type) type
#else
#define CLITERAL(type) (type)
#endif
// Some Basic Colors
// NOTE: Custom raylib color palette for amazing visuals on WHITE background
#define LIGHTGRAY CLITERAL(Color){ 200, 200, 200, 255 } // Light Gray
#define GRAY CLITERAL(Color){ 130, 130, 130, 255 } // Gray
#define DARKGRAY CLITERAL(Color){ 80, 80, 80, 255 } // Dark Gray
#define YELLOW CLITERAL(Color){ 253, 249, 0, 255 } // Yellow
#define GOLD CLITERAL(Color){ 255, 203, 0, 255 } // Gold
#define ORANGE CLITERAL(Color){ 255, 161, 0, 255 } // Orange
#define PINK CLITERAL(Color){ 255, 109, 194, 255 } // Pink
#define RED CLITERAL(Color){ 230, 41, 55, 255 } // Red
#define MAROON CLITERAL(Color){ 190, 33, 55, 255 } // Maroon
#define GREEN CLITERAL(Color){ 0, 228, 48, 255 } // Green
#define LIME CLITERAL(Color){ 0, 158, 47, 255 } // Lime
#define DARKGREEN CLITERAL(Color){ 0, 117, 44, 255 } // Dark Green
#define SKYBLUE CLITERAL(Color){ 102, 191, 255, 255 } // Sky Blue
#define BLUE CLITERAL(Color){ 0, 121, 241, 255 } // Blue
#define DARKBLUE CLITERAL(Color){ 0, 82, 172, 255 } // Dark Blue
#define PURPLE CLITERAL(Color){ 200, 122, 255, 255 } // Purple
#define VIOLET CLITERAL(Color){ 135, 60, 190, 255 } // Violet
#define DARKPURPLE CLITERAL(Color){ 112, 31, 126, 255 } // Dark Purple
#define BEIGE CLITERAL(Color){ 211, 176, 131, 255 } // Beige
#define BROWN CLITERAL(Color){ 127, 106, 79, 255 } // Brown
#define DARKBROWN CLITERAL(Color){ 76, 63, 47, 255 } // Dark Brown
#define WHITE CLITERAL(Color){ 255, 255, 255, 255 } // White
#define BLACK CLITERAL(Color){ 0, 0, 0, 255 } // Black
#define BLANK CLITERAL(Color){ 0, 0, 0, 0 } // Blank (Transparent)
#define MAGENTA CLITERAL(Color){ 255, 0, 255, 255 } // Magenta
#define RAYWHITE CLITERAL(Color){ 245, 245, 245, 255 } // My own White (raylib logo)
// Temporal hack to avoid breaking old codebases using
// deprecated raylib implementation of these functions
#define FormatText TextFormat
#define SubText TextSubtext
#define ShowWindow UnhideWindow
#define LoadText LoadFileText
//----------------------------------------------------------------------------------
// Structures Definition
//----------------------------------------------------------------------------------
// Boolean type
#if defined(__STDC__) && __STDC_VERSION__ >= 199901L
#include <stdbool.h>
#elif !defined(__cplusplus) && !defined(bool)
typedef enum { false, true } bool;
#endif
// Vector2 type
typedef struct Vector2 {
float x;
float y;
} Vector2;
// Vector3 type
typedef struct Vector3 {
float x;
float y;
float z;
} Vector3;
// Vector4 type
typedef struct Vector4 {
float x;
float y;
float z;
float w;
} Vector4;
// Quaternion type, same as Vector4
typedef Vector4 Quaternion;
// Matrix type (OpenGL style 4x4 - right handed, column major)
typedef struct Matrix {
float m0, m4, m8, m12;
float m1, m5, m9, m13;
float m2, m6, m10, m14;
float m3, m7, m11, m15;
} Matrix;
// Color type, RGBA (32bit)
typedef struct Color {
unsigned char r;
unsigned char g;
unsigned char b;
unsigned char a;
} Color;
// Rectangle type
typedef struct Rectangle {
float x;
float y;
float width;
float height;
} Rectangle;
// Image type, bpp always RGBA (32bit)
// NOTE: Data stored in CPU memory (RAM)
typedef struct Image {
void *data; // Image raw data
int width; // Image base width
int height; // Image base height
int mipmaps; // Mipmap levels, 1 by default
int format; // Data format (PixelFormat type)
} Image;
// Texture2D type
// NOTE: Data stored in GPU memory
typedef struct Texture2D {
unsigned int id; // OpenGL texture id
int width; // Texture base width
int height; // Texture base height
int mipmaps; // Mipmap levels, 1 by default
int format; // Data format (PixelFormat type)
} Texture2D;
// Texture type, same as Texture2D
typedef Texture2D Texture;
// TextureCubemap type, actually, same as Texture2D
typedef Texture2D TextureCubemap;
// RenderTexture2D type, for texture rendering
typedef struct RenderTexture2D {
unsigned int id; // OpenGL Framebuffer Object (FBO) id
Texture2D texture; // Color buffer attachment texture
Texture2D depth; // Depth buffer attachment texture
bool depthTexture; // Track if depth attachment is a texture or renderbuffer
} RenderTexture2D;
// RenderTexture type, same as RenderTexture2D
typedef RenderTexture2D RenderTexture;
// N-Patch layout info
typedef struct NPatchInfo {
Rectangle sourceRec; // Region in the texture
int left; // left border offset
int top; // top border offset
int right; // right border offset
int bottom; // bottom border offset
int type; // layout of the n-patch: 3x3, 1x3 or 3x1
} NPatchInfo;
// Font character info
typedef struct CharInfo {
int value; // Character value (Unicode)
int offsetX; // Character offset X when drawing
int offsetY; // Character offset Y when drawing
int advanceX; // Character advance position X
Image image; // Character image data
} CharInfo;
// Font type, includes texture and charSet array data
typedef struct Font {
int baseSize; // Base size (default chars height)
int charsCount; // Number of characters
Texture2D texture; // Characters texture atlas
Rectangle *recs; // Characters rectangles in texture
CharInfo *chars; // Characters info data
} Font;
#define SpriteFont Font // SpriteFont type fallback, defaults to Font
// Camera type, defines a camera position/orientation in 3d space
typedef struct Camera3D {
Vector3 position; // Camera position
Vector3 target; // Camera target it looks-at
Vector3 up; // Camera up vector (rotation over its axis)
float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
int type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
} Camera3D;
typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
// Camera2D type, defines a 2d camera
typedef struct Camera2D {
Vector2 offset; // Camera offset (displacement from target)
Vector2 target; // Camera target (rotation and zoom origin)
float rotation; // Camera rotation in degrees
float zoom; // Camera zoom (scaling), should be 1.0f by default
} Camera2D;
// Vertex data definning a mesh
// NOTE: Data stored in CPU memory (and GPU)
typedef struct Mesh {
int vertexCount; // Number of vertices stored in arrays
int triangleCount; // Number of triangles stored (indexed or not)
// Default vertex data
float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
float *texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
unsigned short *indices;// Vertex indices (in case vertex data comes indexed)
// Animation vertex data
float *animVertices; // Animated vertex positions (after bones transformations)
float *animNormals; // Animated normals (after bones transformations)
int *boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
// OpenGL identifiers
unsigned int vaoId; // OpenGL Vertex Array Object id
unsigned int *vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
} Mesh;
// Shader type (generic)
typedef struct Shader {
unsigned int id; // Shader program id
int *locs; // Shader locations array (MAX_SHADER_LOCATIONS)
} Shader;
// Material texture map
typedef struct MaterialMap {
Texture2D texture; // Material map texture
Color color; // Material map color
float value; // Material map value
} MaterialMap;
// Material type (generic)
typedef struct Material {
Shader shader; // Material shader
MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS)
float *params; // Material generic parameters (if required)
} Material;
// Transformation properties
typedef struct Transform {
Vector3 translation; // Translation
Quaternion rotation; // Rotation
Vector3 scale; // Scale
} Transform;
// Bone information
typedef struct BoneInfo {
char name[32]; // Bone name
int parent; // Bone parent
} BoneInfo;
// Model type
typedef struct Model {
Matrix transform; // Local transform matrix
int meshCount; // Number of meshes
Mesh *meshes; // Meshes array
int materialCount; // Number of materials
Material *materials; // Materials array
int *meshMaterial; // Mesh material number
// Animation data
int boneCount; // Number of bones
BoneInfo *bones; // Bones information (skeleton)
Transform *bindPose; // Bones base transformation (pose)
} Model;
// Model animation
typedef struct ModelAnimation {
int boneCount; // Number of bones
BoneInfo *bones; // Bones information (skeleton)
int frameCount; // Number of animation frames
Transform **framePoses; // Poses array by frame
} ModelAnimation;
// Ray type (useful for raycast)
typedef struct Ray {
Vector3 position; // Ray position (origin)
Vector3 direction; // Ray direction
} Ray;
// Raycast hit information
typedef struct RayHitInfo {
bool hit; // Did the ray hit something?
float distance; // Distance to nearest hit
Vector3 position; // Position of nearest hit
Vector3 normal; // Surface normal of hit
} RayHitInfo;
// Bounding box type
typedef struct BoundingBox {
Vector3 min; // Minimum vertex box-corner
Vector3 max; // Maximum vertex box-corner
} BoundingBox;
// Wave type, defines audio wave data
typedef struct Wave {
unsigned int sampleCount; // Total number of samples
unsigned int sampleRate; // Frequency (samples per second)
unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
unsigned int channels; // Number of channels (1-mono, 2-stereo)
void *data; // Buffer data pointer
} Wave;
typedef struct rAudioBuffer rAudioBuffer;
// Audio stream type
// NOTE: Useful to create custom audio streams not bound to a specific file
typedef struct AudioStream {
unsigned int sampleRate; // Frequency (samples per second)
unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
unsigned int channels; // Number of channels (1-mono, 2-stereo)
rAudioBuffer *buffer; // Pointer to internal data used by the audio system
} AudioStream;
// Sound source type
typedef struct Sound {
unsigned int sampleCount; // Total number of samples
AudioStream stream; // Audio stream
} Sound;
// Music stream type (audio file streaming from memory)
// NOTE: Anything longer than ~10 seconds should be streamed
typedef struct Music {
int ctxType; // Type of music context (audio filetype)
void *ctxData; // Audio context data, depends on type
unsigned int sampleCount; // Total number of samples
unsigned int loopCount; // Loops count (times music will play), 0 means infinite loop
AudioStream stream; // Audio stream
} Music;
// Head-Mounted-Display device parameters
typedef struct VrDeviceInfo {
int hResolution; // HMD horizontal resolution in pixels
int vResolution; // HMD vertical resolution in pixels
float hScreenSize; // HMD horizontal size in meters
float vScreenSize; // HMD vertical size in meters
float vScreenCenter; // HMD screen center in meters
float eyeToScreenDistance; // HMD distance between eye and display in meters
float lensSeparationDistance; // HMD lens separation distance in meters
float interpupillaryDistance; // HMD IPD (distance between pupils) in meters
float lensDistortionValues[4]; // HMD lens distortion constant parameters
float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters
} VrDeviceInfo;
//----------------------------------------------------------------------------------
// Enumerators Definition
//----------------------------------------------------------------------------------
// System config flags
// NOTE: Used for bit masks
typedef enum {
FLAG_RESERVED = 1, // Reserved
FLAG_FULLSCREEN_MODE = 2, // Set to run program in fullscreen
FLAG_WINDOW_RESIZABLE = 4, // Set to allow resizable window
FLAG_WINDOW_UNDECORATED = 8, // Set to disable window decoration (frame and buttons)
FLAG_WINDOW_TRANSPARENT = 16, // Set to allow transparent window
FLAG_WINDOW_HIDDEN = 128, // Set to create the window initially hidden
FLAG_WINDOW_ALWAYS_RUN = 256, // Set to allow windows running while minimized
FLAG_MSAA_4X_HINT = 32, // Set to try enabling MSAA 4X
FLAG_VSYNC_HINT = 64 // Set to try enabling V-Sync on GPU
} ConfigFlag;
// Trace log type
typedef enum {
LOG_ALL = 0, // Display all logs
LOG_TRACE,
LOG_DEBUG,
LOG_INFO,
LOG_WARNING,
LOG_ERROR,
LOG_FATAL,
LOG_NONE // Disable logging
} TraceLogType;
// Keyboard keys
typedef enum {
// Alphanumeric keys
KEY_APOSTROPHE = 39,
KEY_COMMA = 44,
KEY_MINUS = 45,
KEY_PERIOD = 46,
KEY_SLASH = 47,
KEY_ZERO = 48,
KEY_ONE = 49,
KEY_TWO = 50,
KEY_THREE = 51,
KEY_FOUR = 52,
KEY_FIVE = 53,
KEY_SIX = 54,
KEY_SEVEN = 55,
KEY_EIGHT = 56,
KEY_NINE = 57,
KEY_SEMICOLON = 59,
KEY_EQUAL = 61,
KEY_A = 65,
KEY_B = 66,
KEY_C = 67,
KEY_D = 68,
KEY_E = 69,
KEY_F = 70,
KEY_G = 71,
KEY_H = 72,
KEY_I = 73,
KEY_J = 74,
KEY_K = 75,
KEY_L = 76,
KEY_M = 77,
KEY_N = 78,
KEY_O = 79,
KEY_P = 80,
KEY_Q = 81,
KEY_R = 82,
KEY_S = 83,
KEY_T = 84,
KEY_U = 85,
KEY_V = 86,
KEY_W = 87,
KEY_X = 88,
KEY_Y = 89,
KEY_Z = 90,
// Function keys
KEY_SPACE = 32,
KEY_ESCAPE = 256,
KEY_ENTER = 257,
KEY_TAB = 258,
KEY_BACKSPACE = 259,
KEY_INSERT = 260,
KEY_DELETE = 261,
KEY_RIGHT = 262,
KEY_LEFT = 263,
KEY_DOWN = 264,
KEY_UP = 265,
KEY_PAGE_UP = 266,
KEY_PAGE_DOWN = 267,
KEY_HOME = 268,
KEY_END = 269,
KEY_CAPS_LOCK = 280,
KEY_SCROLL_LOCK = 281,
KEY_NUM_LOCK = 282,
KEY_PRINT_SCREEN = 283,
KEY_PAUSE = 284,
KEY_F1 = 290,
KEY_F2 = 291,
KEY_F3 = 292,
KEY_F4 = 293,
KEY_F5 = 294,
KEY_F6 = 295,
KEY_F7 = 296,
KEY_F8 = 297,
KEY_F9 = 298,
KEY_F10 = 299,
KEY_F11 = 300,
KEY_F12 = 301,
KEY_LEFT_SHIFT = 340,
KEY_LEFT_CONTROL = 341,
KEY_LEFT_ALT = 342,
KEY_LEFT_SUPER = 343,
KEY_RIGHT_SHIFT = 344,
KEY_RIGHT_CONTROL = 345,
KEY_RIGHT_ALT = 346,
KEY_RIGHT_SUPER = 347,
KEY_KB_MENU = 348,
KEY_LEFT_BRACKET = 91,
KEY_BACKSLASH = 92,
KEY_RIGHT_BRACKET = 93,
KEY_GRAVE = 96,
// Keypad keys
KEY_KP_0 = 320,
KEY_KP_1 = 321,
KEY_KP_2 = 322,
KEY_KP_3 = 323,
KEY_KP_4 = 324,
KEY_KP_5 = 325,
KEY_KP_6 = 326,
KEY_KP_7 = 327,
KEY_KP_8 = 328,
KEY_KP_9 = 329,
KEY_KP_DECIMAL = 330,
KEY_KP_DIVIDE = 331,
KEY_KP_MULTIPLY = 332,
KEY_KP_SUBTRACT = 333,
KEY_KP_ADD = 334,
KEY_KP_ENTER = 335,
KEY_KP_EQUAL = 336
} KeyboardKey;
// Android buttons
typedef enum {
KEY_BACK = 4,
KEY_MENU = 82,
KEY_VOLUME_UP = 24,
KEY_VOLUME_DOWN = 25
} AndroidButton;
// Mouse buttons
typedef enum {
MOUSE_LEFT_BUTTON = 0,
MOUSE_RIGHT_BUTTON = 1,
MOUSE_MIDDLE_BUTTON = 2
} MouseButton;
// Gamepad number
typedef enum {
GAMEPAD_PLAYER1 = 0,
GAMEPAD_PLAYER2 = 1,
GAMEPAD_PLAYER3 = 2,
GAMEPAD_PLAYER4 = 3
} GamepadNumber;
// Gamepad Buttons
typedef enum {
// This is here just for error checking
GAMEPAD_BUTTON_UNKNOWN = 0,
// This is normally a DPAD
GAMEPAD_BUTTON_LEFT_FACE_UP,
GAMEPAD_BUTTON_LEFT_FACE_RIGHT,
GAMEPAD_BUTTON_LEFT_FACE_DOWN,
GAMEPAD_BUTTON_LEFT_FACE_LEFT,
// This normally corresponds with PlayStation and Xbox controllers
// XBOX: [Y,X,A,B]
// PS3: [Triangle,Square,Cross,Circle]
// No support for 6 button controllers though..
GAMEPAD_BUTTON_RIGHT_FACE_UP,
GAMEPAD_BUTTON_RIGHT_FACE_RIGHT,
GAMEPAD_BUTTON_RIGHT_FACE_DOWN,
GAMEPAD_BUTTON_RIGHT_FACE_LEFT,
// Triggers
GAMEPAD_BUTTON_LEFT_TRIGGER_1,
GAMEPAD_BUTTON_LEFT_TRIGGER_2,
GAMEPAD_BUTTON_RIGHT_TRIGGER_1,
GAMEPAD_BUTTON_RIGHT_TRIGGER_2,
// These are buttons in the center of the gamepad
GAMEPAD_BUTTON_MIDDLE_LEFT, //PS3 Select
GAMEPAD_BUTTON_MIDDLE, //PS Button/XBOX Button
GAMEPAD_BUTTON_MIDDLE_RIGHT, //PS3 Start
// These are the joystick press in buttons
GAMEPAD_BUTTON_LEFT_THUMB,
GAMEPAD_BUTTON_RIGHT_THUMB
} GamepadButton;
typedef enum {
// This is here just for error checking
GAMEPAD_AXIS_UNKNOWN = 0,
// Left stick
GAMEPAD_AXIS_LEFT_X,
GAMEPAD_AXIS_LEFT_Y,
// Right stick
GAMEPAD_AXIS_RIGHT_X,
GAMEPAD_AXIS_RIGHT_Y,
// Pressure levels for the back triggers
GAMEPAD_AXIS_LEFT_TRIGGER, // [1..-1] (pressure-level)
GAMEPAD_AXIS_RIGHT_TRIGGER // [1..-1] (pressure-level)
} GamepadAxis;
// Shader location point type
typedef enum {
LOC_VERTEX_POSITION = 0,
LOC_VERTEX_TEXCOORD01,
LOC_VERTEX_TEXCOORD02,
LOC_VERTEX_NORMAL,
LOC_VERTEX_TANGENT,
LOC_VERTEX_COLOR,
LOC_MATRIX_MVP,
LOC_MATRIX_MODEL,
LOC_MATRIX_VIEW,
LOC_MATRIX_PROJECTION,
LOC_VECTOR_VIEW,
LOC_COLOR_DIFFUSE,
LOC_COLOR_SPECULAR,
LOC_COLOR_AMBIENT,
LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE
LOC_MAP_METALNESS, // LOC_MAP_SPECULAR
LOC_MAP_NORMAL,
LOC_MAP_ROUGHNESS,
LOC_MAP_OCCLUSION,
LOC_MAP_EMISSION,
LOC_MAP_HEIGHT,
LOC_MAP_CUBEMAP,
LOC_MAP_IRRADIANCE,
LOC_MAP_PREFILTER,
LOC_MAP_BRDF
} ShaderLocationIndex;
#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO
#define LOC_MAP_SPECULAR LOC_MAP_METALNESS
// Shader uniform data types
typedef enum {
UNIFORM_FLOAT = 0,
UNIFORM_VEC2,
UNIFORM_VEC3,
UNIFORM_VEC4,
UNIFORM_INT,
UNIFORM_IVEC2,
UNIFORM_IVEC3,
UNIFORM_IVEC4,
UNIFORM_SAMPLER2D
} ShaderUniformDataType;
// Material map type
typedef enum {
MAP_ALBEDO = 0, // MAP_DIFFUSE
MAP_METALNESS = 1, // MAP_SPECULAR
MAP_NORMAL = 2,
MAP_ROUGHNESS = 3,
MAP_OCCLUSION,
MAP_EMISSION,
MAP_HEIGHT,
MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP
MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP
MAP_BRDF
} MaterialMapType;
#define MAP_DIFFUSE MAP_ALBEDO
#define MAP_SPECULAR MAP_METALNESS
// Pixel formats
// NOTE: Support depends on OpenGL version and platform
typedef enum {
UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
UNCOMPRESSED_R5G6B5, // 16 bpp
UNCOMPRESSED_R8G8B8, // 24 bpp
UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
UNCOMPRESSED_R8G8B8A8, // 32 bpp
UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
COMPRESSED_DXT3_RGBA, // 8 bpp
COMPRESSED_DXT5_RGBA, // 8 bpp
COMPRESSED_ETC1_RGB, // 4 bpp
COMPRESSED_ETC2_RGB, // 4 bpp
COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
COMPRESSED_PVRT_RGB, // 4 bpp
COMPRESSED_PVRT_RGBA, // 4 bpp
COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
COMPRESSED_ASTC_8x8_RGBA // 2 bpp
} PixelFormat;
// Texture parameters: filter mode
// NOTE 1: Filtering considers mipmaps if available in the texture
// NOTE 2: Filter is accordingly set for minification and magnification
typedef enum {
FILTER_POINT = 0, // No filter, just pixel aproximation
FILTER_BILINEAR, // Linear filtering
FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
} TextureFilterMode;
// Cubemap layout type
typedef enum {
CUBEMAP_AUTO_DETECT = 0, // Automatically detect layout type
CUBEMAP_LINE_VERTICAL, // Layout is defined by a vertical line with faces
CUBEMAP_LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces
CUBEMAP_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
CUBEMAP_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
CUBEMAP_PANORAMA // Layout is defined by a panorama image (equirectangular map)
} CubemapLayoutType;
// Texture parameters: wrap mode
typedef enum {
WRAP_REPEAT = 0, // Repeats texture in tiled mode
WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode
WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
} TextureWrapMode;
// Font type, defines generation method
typedef enum {
FONT_DEFAULT = 0, // Default font generation, anti-aliased
FONT_BITMAP, // Bitmap font generation, no anti-aliasing
FONT_SDF // SDF font generation, requires external shader
} FontType;
// Color blending modes (pre-defined)
typedef enum {
BLEND_ALPHA = 0, // Blend textures considering alpha (default)
BLEND_ADDITIVE, // Blend textures adding colors
BLEND_MULTIPLIED // Blend textures multiplying colors
} BlendMode;
// Gestures type
// NOTE: It could be used as flags to enable only some gestures
typedef enum {
GESTURE_NONE = 0,
GESTURE_TAP = 1,
GESTURE_DOUBLETAP = 2,
GESTURE_HOLD = 4,
GESTURE_DRAG = 8,
GESTURE_SWIPE_RIGHT = 16,
GESTURE_SWIPE_LEFT = 32,
GESTURE_SWIPE_UP = 64,
GESTURE_SWIPE_DOWN = 128,
GESTURE_PINCH_IN = 256,
GESTURE_PINCH_OUT = 512
} GestureType;
// Camera system modes
typedef enum {
CAMERA_CUSTOM = 0,
CAMERA_FREE,
CAMERA_ORBITAL,
CAMERA_FIRST_PERSON,
CAMERA_THIRD_PERSON
} CameraMode;
// Camera projection modes
typedef enum {
CAMERA_PERSPECTIVE = 0,
CAMERA_ORTHOGRAPHIC
} CameraType;
// Type of n-patch
typedef enum {
NPT_9PATCH = 0, // Npatch defined by 3x3 tiles
NPT_3PATCH_VERTICAL, // Npatch defined by 1x3 tiles
NPT_3PATCH_HORIZONTAL // Npatch defined by 3x1 tiles
} NPatchType;
// Callbacks to be implemented by users
typedef void (*TraceLogCallback)(int logType, const char *text, va_list args);
#if defined(__cplusplus)
extern "C" { // Prevents name mangling of functions
#endif
//------------------------------------------------------------------------------------
// Global Variables Definition
//------------------------------------------------------------------------------------
// It's lonely here...
//------------------------------------------------------------------------------------
// Window and Graphics Device Functions (Module: core)
//------------------------------------------------------------------------------------
// Window-related functions
RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
RLAPI void CloseWindow(void); // Close window and unload OpenGL context
RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
RLAPI bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus)
RLAPI bool IsWindowResized(void); // Check if window has been resized
RLAPI bool IsWindowHidden(void); // Check if window is currently hidden
RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen
RLAPI void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
RLAPI void UnhideWindow(void); // Show the window
RLAPI void HideWindow(void); // Hide the window
RLAPI void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP)
RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
RLAPI void SetWindowSize(int width, int height); // Set window dimensions
RLAPI void *GetWindowHandle(void); // Get native window handle
RLAPI int GetScreenWidth(void); // Get current screen width
RLAPI int GetScreenHeight(void); // Get current screen height
RLAPI int GetMonitorCount(void); // Get number of connected monitors
RLAPI int GetMonitorWidth(int monitor); // Get primary monitor width
RLAPI int GetMonitorHeight(int monitor); // Get primary monitor height
RLAPI int GetMonitorPhysicalWidth(int monitor); // Get primary monitor physical width in millimetres
RLAPI int GetMonitorPhysicalHeight(int monitor); // Get primary monitor physical height in millimetres
RLAPI Vector2 GetWindowPosition(void); // Get window position XY on monitor
RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
RLAPI const char *GetClipboardText(void); // Get clipboard text content
RLAPI void SetClipboardText(const char *text); // Set clipboard text content
// Cursor-related functions
RLAPI void ShowCursor(void); // Shows cursor
RLAPI void HideCursor(void); // Hides cursor
RLAPI bool IsCursorHidden(void); // Check if cursor is not visible
RLAPI void EnableCursor(void); // Enables cursor (unlock cursor)
RLAPI void DisableCursor(void); // Disables cursor (lock cursor)
// Drawing-related functions
RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color)
RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
RLAPI void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D)
RLAPI void EndMode2D(void); // Ends 2D mode with custom camera
RLAPI void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D)
RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
RLAPI void EndTextureMode(void); // Ends drawing to render texture
RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
RLAPI void EndScissorMode(void); // End scissor mode
// Screen-space-related functions
RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Returns camera 2d transform matrix
RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Returns size position for a 3d world space position
RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position
RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen space position
// Timing-related functions
RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
RLAPI int GetFPS(void); // Returns current FPS
RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn
RLAPI double GetTime(void); // Returns elapsed time in seconds since InitWindow()
// Color-related functions
RLAPI int ColorToInt(Color color); // Returns hexadecimal value for a Color
RLAPI Vector4 ColorNormalize(Color color); // Returns color normalized as float [0..1]
RLAPI Color ColorFromNormalized(Vector4 normalized); // Returns color from normalized values [0..1]
RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color
RLAPI Color ColorFromHSV(Vector3 hsv); // Returns a Color from HSV values
RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
// Misc. functions
RLAPI void SetConfigFlags(unsigned int flags); // Setup window configuration flags (view FLAGS)
RLAPI void SetTraceLogLevel(int logType); // Set the current threshold (minimum) log level
RLAPI void SetTraceLogExit(int logType); // Set the exit threshold (minimum) log level
RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set a trace log callback to enable custom logging
RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png)
RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
// Files management functions
RLAPI unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead); // Load file data as byte array (read)
RLAPI void SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite); // Save data to file from byte array (write)
RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string
RLAPI void SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated
RLAPI bool FileExists(const char *fileName); // Check if file exists
RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists
RLAPI const char *GetExtension(const char *fileName); // Get pointer to extension for a filename string
RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string)
RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string)
RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
RLAPI char **GetDirectoryFiles(const char *dirPath, int *count); // Get filenames in a directory path (memory should be freed)
RLAPI void ClearDirectoryFiles(void); // Clear directory files paths buffers (free memory)
RLAPI bool ChangeDirectory(const char *dir); // Change working directory, returns true if success
RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
RLAPI char **GetDroppedFiles(int *count); // Get dropped files names (memory should be freed)
RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer (free memory)
RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time)
RLAPI unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength); // Compress data (DEFLATE algorythm)
RLAPI unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength); // Decompress data (DEFLATE algorythm)
// Persistent storage management
RLAPI void SaveStorageValue(unsigned int position, int value); // Save integer value to storage file (to defined position)
RLAPI int LoadStorageValue(unsigned int position); // Load integer value from storage file (from defined position)
RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available)
//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
//------------------------------------------------------------------------------------
// Input-related functions: keyboard
RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once
RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed
RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once
RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed
RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
RLAPI int GetKeyPressed(void); // Get key pressed, call it multiple times for chars queued
// Input-related functions: gamepads
RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available)
RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id
RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
// Input-related functions: mouse
RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
RLAPI int GetMouseX(void); // Returns mouse position X
RLAPI int GetMouseY(void); // Returns mouse position Y
RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY
RLAPI void SetMousePosition(int x, int y); // Set mouse position XY
RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y
// Input-related functions: touch
RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: gestures)
//------------------------------------------------------------------------------------
RLAPI void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected
RLAPI int GetGestureDetected(void); // Get latest detected gesture
RLAPI int GetTouchPointsCount(void); // Get touch points count
RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector
RLAPI float GetGestureDragAngle(void); // Get gesture drag angle
RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle
//------------------------------------------------------------------------------------
// Camera System Functions (Module: camera)
//------------------------------------------------------------------------------------
RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode
RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
RLAPI void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
RLAPI void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
RLAPI void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
//------------------------------------------------------------------------------------
// Basic Shapes Drawing Functions (Module: shapes)
//------------------------------------------------------------------------------------
// Basic shapes drawing functions
RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
RLAPI void DrawLineStrip(Vector2 *points, int numPoints, Color color); // Draw lines sequence
RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
RLAPI void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw a piece of a circle
RLAPI void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw circle sector outline
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring
RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring outline
RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
RLAPI void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters
RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rectangle with rounded edges outline
RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
RLAPI void DrawTriangleFan(Vector2 *points, int numPoints, Color color); // Draw a triangle fan defined by points (first vertex is the center)
RLAPI void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color); // Draw a triangle strip defined by points
RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
// Basic shapes collision detection functions
RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
//------------------------------------------------------------------------------------
// Texture Loading and Drawing Functions (Module: textures)
//------------------------------------------------------------------------------------
// Image loading functions
// NOTE: This functions do not require GPU access
RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit)
RLAPI Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters
RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
RLAPI void ExportImage(Image image, const char *fileName); // Export image data to file
RLAPI void ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes
RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
RLAPI Vector4 *GetImageDataNormalized(Image image); // Get pixel data from image as Vector4 array (float normalized)
// Image generation functions
RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color
RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
RLAPI Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
// Image manipulation functions
RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value
RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color color); // Resize canvas and fill with color
RLAPI void ImageMipmaps(Image *image); // Generate all mipmap levels for a provided image
RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
RLAPI void ImageRotateCW(Image *image); // Rotate image clockwise 90deg
RLAPI void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg
RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint
RLAPI void ImageColorInvert(Image *image); // Modify image color: invert
RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale
RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
RLAPI void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color
RLAPI Color *ImageExtractPalette(Image image, int maxPaletteSize, int *extractCount); // Extract color palette from image to maximum size (memory should be freed)
RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
// Image drawing functions
// NOTE: Image software-rendering functions (CPU)
RLAPI void ImageClearBackground(Image *dst, Color color); // Clear image background with given color
RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image
RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle within an image
RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw circle within an image (Vector version)
RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, Font font, const char *text, float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination)
// Texture loading functions
// NOTE: These functions require GPU access
RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
RLAPI TextureCubemap LoadTextureCubemap(Image image, int layoutType); // Load cubemap from image, multiple image cubemap layouts supported
RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
RLAPI Image GetScreenData(void); // Get pixel data from screen buffer and return an Image (screenshot)
// Texture configuration functions
RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
RLAPI void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode
RLAPI void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode
// Texture drawing functions
RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
// Image/Texture misc functions
RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
//------------------------------------------------------------------------------------
// Font Loading and Text Drawing Functions (Module: text)
//------------------------------------------------------------------------------------
// Font loading/unloading functions
RLAPI Font GetFontDefault(void); // Get the default Font
RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int charsCount); // Load font from file with extended parameters
RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
RLAPI CharInfo *LoadFontData(const char *fileName, int fontSize, int *fontChars, int charsCount, int type); // Load font data for further use
RLAPI Image GenImageFontAtlas(const CharInfo *chars, Rectangle **recs, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
RLAPI void UnloadFont(Font font); // Unload Font from GPU memory (VRAM)
// Text drawing functions
RLAPI void DrawFPS(int posX, int posY); // Shows current FPS
RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
RLAPI void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits
RLAPI void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint,
int selectStart, int selectLength, Color selectTint, Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection
RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float scale, Color tint); // Draw one character (codepoint)
// Text misc. functions
RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
RLAPI int GetGlyphIndex(Font font, int codepoint); // Get index position for a unicode character on font
// Text strings management functions (no utf8 strings, only byte chars)
// NOTE: Some strings allocate memory internally for returned strings, just be careful!
RLAPI int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied
RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal
RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending
RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf style)
RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string
RLAPI char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (memory must be freed!)
RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (memory must be freed!)
RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter
RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor!
RLAPI int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string
RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string
RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string
RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string
RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported)
RLAPI char *TextToUtf8(int *codepoints, int length); // Encode text codepoint into utf8 text (memory must be freed!)
// UTF8 text strings management functions
RLAPI int *GetCodepoints(const char *text, int *count); // Get all codepoints in a string, codepoints count returned by parameters
RLAPI int GetCodepointsCount(const char *text); // Get total number of characters (codepoints) in a UTF8 encoded string
RLAPI int GetNextCodepoint(const char *text, int *bytesProcessed); // Returns next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure
RLAPI const char *CodepointToUtf8(int codepoint, int *byteLength); // Encode codepoint into utf8 text (char array length returned as parameter)
//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
// Basic geometric 3D shapes drawing functions
RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
RLAPI void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line
RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo
//DrawTorus(), DrawTeapot() could be useful?
//------------------------------------------------------------------------------------
// Model 3d Loading and Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
// Model loading/unloading functions
RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM)
// Mesh loading/unloading functions
RLAPI Mesh *LoadMeshes(const char *fileName, int *meshCount); // Load meshes from model file
RLAPI void ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file
RLAPI void UnloadMesh(Mesh mesh); // Unload mesh from memory (RAM and/or VRAM)
// Material loading/unloading functions
RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)
RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
// Model animations loading/unloading functions
RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount); // Load model animations from file
RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
// Mesh generation functions
RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
// Mesh manipulation functions
RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents
RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals
// Model drawing functions
RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
// Collision detection functions
RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere
RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius); // Detect collision between ray and sphere
RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
RLAPI RayHitInfo GetCollisionRayModel(Ray ray, Model model); // Get collision info between ray and model
RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
//------------------------------------------------------------------------------------
// Shaders System Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
// Shader loading/unloading functions
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
RLAPI Shader LoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
RLAPI Shader GetShaderDefault(void); // Get default shader
RLAPI Texture2D GetTextureDefault(void); // Get default texture
RLAPI Texture2D GetShapesTexture(void); // Get texture to draw shapes
RLAPI Rectangle GetShapesTextureRec(void); // Get texture rectangle to draw shapes
RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes
// Shader configuration functions
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value
RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
RLAPI void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture); // Set shader uniform value for texture
RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
RLAPI Matrix GetMatrixModelview(void); // Get internal modelview matrix
RLAPI Matrix GetMatrixProjection(void); // Get internal projection matrix
// Texture maps generation (PBR)
// NOTE: Required shaders should be provided
RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size); // Generate cubemap texture from 2D texture
RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture
// Shading begin/end functions
RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
// VR control functions
RLAPI void InitVrSimulator(void); // Init VR simulator for selected device parameters
RLAPI void CloseVrSimulator(void); // Close VR simulator for current device
RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters
RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
RLAPI void ToggleVrMode(void); // Enable/Disable VR experience
RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering
RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
// Audio device management functions
RLAPI void InitAudioDevice(void); // Initialize audio device and context
RLAPI void CloseAudioDevice(void); // Close the audio device and context
RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
// Wave/Sound loading/unloading functions
RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
RLAPI Sound LoadSound(const char *fileName); // Load sound from file
RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data
RLAPI void UnloadWave(Wave wave); // Unload wave data
RLAPI void UnloadSound(Sound sound); // Unload sound
RLAPI void ExportWave(Wave wave, const char *fileName); // Export wave data to file
RLAPI void ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h)
// Wave/Sound management functions
RLAPI void PlaySound(Sound sound); // Play a sound
RLAPI void StopSound(Sound sound); // Stop playing a sound
RLAPI void PauseSound(Sound sound); // Pause a sound
RLAPI void ResumeSound(Sound sound); // Resume a paused sound
RLAPI void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool)
RLAPI void StopSoundMulti(void); // Stop any sound playing (using multichannel buffer pool)
RLAPI int GetSoundsPlaying(void); // Get number of sounds playing in the multichannel
RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave
RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
RLAPI float *GetWaveData(Wave wave); // Get samples data from wave as a floats array
// Music management functions
RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
RLAPI void UnloadMusicStream(Music music); // Unload music stream
RLAPI void PlayMusicStream(Music music); // Start music playing
RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming
RLAPI void StopMusicStream(Music music); // Stop music playing
RLAPI void PauseMusicStream(Music music); // Pause music playing
RLAPI void ResumeMusicStream(Music music); // Resume playing paused music
RLAPI bool IsMusicPlaying(Music music); // Check if music is playing
RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
RLAPI void SetMusicLoopCount(Music music, int count); // Set music loop count (loop repeats)
RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds)
RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
// AudioStream management functions
RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Init audio stream (to stream raw audio pcm data)
RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data
RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream
RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream
RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream
RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream
RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
//------------------------------------------------------------------------------------
// Network (Module: network)
//------------------------------------------------------------------------------------
// IN PROGRESS: Check rnet.h for reference
#if defined(__cplusplus)
}
#endif
#endif // RAYLIB_H
/**********************************************************************************************
*
* raymath v1.2 - Math functions to work with Vector3, Matrix and Quaternions
*
* 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_HEADER_ONLY
* Define static inline functions code, so #include header suffices for use.
* This may use up lots of memory.
*
* #define RAYMATH_STANDALONE
* Avoid raylib.h header inclusion in this file.
* Vector3 and Matrix data types are defined internally in raymath module.
*
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2015-2020 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
//#define RAYMATH_STANDALONE // NOTE: To use raymath as standalone lib, just uncomment this line
//#define RAYMATH_HEADER_ONLY // NOTE: To compile functions as static inline, uncomment this line
#ifndef RAYMATH_STANDALONE
#include "raylib.h" // Required for structs: Vector3, Matrix
#endif
#if defined(RAYMATH_IMPLEMENTATION) && defined(RAYMATH_HEADER_ONLY)
#error "Specifying both RAYMATH_IMPLEMENTATION and RAYMATH_HEADER_ONLY is contradictory"
#endif
#if defined(RAYMATH_IMPLEMENTATION)
#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
#define RMDEF __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll).
#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
#define RMDEF __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
#else
#define RMDEF extern inline // Provide external definition
#endif
#elif defined(RAYMATH_HEADER_ONLY)
#define RMDEF static inline // Functions may be inlined, no external out-of-line definition
#else
#if defined(__TINYC__)
#define RMDEF static inline // plain inline not supported by tinycc (See issue #435)
#else
#define RMDEF inline // Functions may be inlined or external definition used
#endif
#endif
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#ifndef PI
#define PI 3.14159265358979323846
#endif
#ifndef DEG2RAD
#define DEG2RAD (PI/180.0f)
#endif
#ifndef RAD2DEG
#define RAD2DEG (180.0f/PI)
#endif
// Return float vector for Matrix
#ifndef MatrixToFloat
#define MatrixToFloat(mat) (MatrixToFloatV(mat).v)
#endif
// Return float vector for Vector3
#ifndef Vector3ToFloat
#define Vector3ToFloat(vec) (Vector3ToFloatV(vec).v)
#endif
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
#if defined(RAYMATH_STANDALONE)
// Vector2 type
typedef struct Vector2 {
float x;
float y;
} Vector2;
// Vector3 type
typedef struct Vector3 {
float x;
float y;
float z;
} Vector3;
// Quaternion type
typedef struct Quaternion {
float x;
float y;
float z;
float w;
} Quaternion;
// Matrix type (OpenGL style 4x4 - right handed, column major)
typedef struct Matrix {
float m0, m4, m8, m12;
float m1, m5, m9, m13;
float m2, m6, m10, m14;
float m3, m7, m11, m15;
} Matrix;
#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(), sqrtf(), tan(), fabs()
//----------------------------------------------------------------------------------
// Module Functions Definition - Utils math
//----------------------------------------------------------------------------------
// Clamp float value
RMDEF float Clamp(float value, float min, float max)
{
const float res = value < min ? min : value;
return res > max ? max : res;
}
// Calculate linear interpolation between two floats
RMDEF float Lerp(float start, float end, float amount)
{
return start + amount*(end - start);
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Vector2 math
//----------------------------------------------------------------------------------
// Vector with components value 0.0f
RMDEF Vector2 Vector2Zero(void)
{
Vector2 result = { 0.0f, 0.0f };
return result;
}
// Vector with components value 1.0f
RMDEF Vector2 Vector2One(void)
{
Vector2 result = { 1.0f, 1.0f };
return result;
}
// Add two vectors (v1 + v2)
RMDEF Vector2 Vector2Add(Vector2 v1, Vector2 v2)
{
Vector2 result = { v1.x + v2.x, v1.y + v2.y };
return result;
}
// Subtract two vectors (v1 - v2)
RMDEF Vector2 Vector2Subtract(Vector2 v1, Vector2 v2)
{
Vector2 result = { v1.x - v2.x, v1.y - v2.y };
return result;
}
// Calculate vector length
RMDEF float Vector2Length(Vector2 v)
{
float result = sqrtf((v.x*v.x) + (v.y*v.y));
return result;
}
// Calculate two vectors dot product
RMDEF float Vector2DotProduct(Vector2 v1, Vector2 v2)
{
float result = (v1.x*v2.x + v1.y*v2.y);
return result;
}
// Calculate distance between two vectors
RMDEF 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 angle from two vectors in X-axis
RMDEF float Vector2Angle(Vector2 v1, Vector2 v2)
{
float result = atan2f(v2.y - v1.y, v2.x - v1.x)*(180.0f/PI);
if (result < 0) result += 360.0f;
return result;
}
// Scale vector (multiply by value)
RMDEF Vector2 Vector2Scale(Vector2 v, float scale)
{
Vector2 result = { v.x*scale, v.y*scale };
return result;
}
// Multiply vector by vector
RMDEF Vector2 Vector2MultiplyV(Vector2 v1, Vector2 v2)
{
Vector2 result = { v1.x*v2.x, v1.y*v2.y };
return result;
}
// Negate vector
RMDEF Vector2 Vector2Negate(Vector2 v)
{
Vector2 result = { -v.x, -v.y };
return result;
}
// Divide vector by a float value
RMDEF Vector2 Vector2Divide(Vector2 v, float div)
{
Vector2 result = { v.x/div, v.y/div };
return result;
}
// Divide vector by vector
RMDEF Vector2 Vector2DivideV(Vector2 v1, Vector2 v2)
{
Vector2 result = { v1.x/v2.x, v1.y/v2.y };
return result;
}
// Normalize provided vector
RMDEF Vector2 Vector2Normalize(Vector2 v)
{
Vector2 result = Vector2Divide(v, Vector2Length(v));
return result;
}
// Calculate linear interpolation between two vectors
RMDEF 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;
}
// Rotate Vector by float in Degrees.
RMDEF Vector2 Vector2Rotate(Vector2 v, float degs)
{
float rads = degs*DEG2RAD;
Vector2 result = {v.x * cosf(rads) - v.y * sinf(rads) , v.x * sinf(rads) + v.y * cosf(rads) };
return result;
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Vector3 math
//----------------------------------------------------------------------------------
// Vector with components value 0.0f
RMDEF Vector3 Vector3Zero(void)
{
Vector3 result = { 0.0f, 0.0f, 0.0f };
return result;
}
// Vector with components value 1.0f
RMDEF Vector3 Vector3One(void)
{
Vector3 result = { 1.0f, 1.0f, 1.0f };
return result;
}
// Add two vectors
RMDEF Vector3 Vector3Add(Vector3 v1, Vector3 v2)
{
Vector3 result = { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z };
return result;
}
// Subtract two vectors
RMDEF Vector3 Vector3Subtract(Vector3 v1, Vector3 v2)
{
Vector3 result = { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z };
return result;
}
// Multiply vector by scalar
RMDEF Vector3 Vector3Scale(Vector3 v, float scalar)
{
Vector3 result = { v.x*scalar, v.y*scalar, v.z*scalar };
return result;
}
// Multiply vector by vector
RMDEF 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
RMDEF 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
RMDEF Vector3 Vector3Perpendicular(Vector3 v)
{
Vector3 result = { 0 };
float min = (float) fabs(v.x);
Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f};
if (fabs(v.y) < min)
{
min = (float) fabs(v.y);
Vector3 tmp = {0.0f, 1.0f, 0.0f};
cardinalAxis = tmp;
}
if (fabs(v.z) < min)
{
Vector3 tmp = {0.0f, 0.0f, 1.0f};
cardinalAxis = tmp;
}
result = Vector3CrossProduct(v, cardinalAxis);
return result;
}
// Calculate vector length
RMDEF float Vector3Length(const Vector3 v)
{
float result = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
return result;
}
// Calculate two vectors dot product
RMDEF 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
RMDEF float Vector3Distance(Vector3 v1, Vector3 v2)
{
float dx = v2.x - v1.x;
float dy = v2.y - v1.y;
float dz = v2.z - v1.z;
float result = sqrtf(dx*dx + dy*dy + dz*dz);
return result;
}
// Negate provided vector (invert direction)
RMDEF Vector3 Vector3Negate(Vector3 v)
{
Vector3 result = { -v.x, -v.y, -v.z };
return result;
}
// Divide vector by a float value
RMDEF Vector3 Vector3Divide(Vector3 v, float div)
{
Vector3 result = { v.x / div, v.y / div, v.z / div };
return result;
}
// Divide vector by vector
RMDEF Vector3 Vector3DivideV(Vector3 v1, Vector3 v2)
{
Vector3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z };
return result;
}
// Normalize provided vector
RMDEF Vector3 Vector3Normalize(Vector3 v)
{
Vector3 result = v;
float length, ilength;
length = Vector3Length(v);
if (length == 0.0f) length = 1.0f;
ilength = 1.0f/length;
result.x *= ilength;
result.y *= ilength;
result.z *= ilength;
return result;
}
// Orthonormalize provided vectors
// Makes vectors normalized and orthogonal to each other
// Gram-Schmidt function implementation
RMDEF void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2)
{
*v1 = Vector3Normalize(*v1);
Vector3 vn = Vector3CrossProduct(*v1, *v2);
vn = Vector3Normalize(vn);
*v2 = Vector3CrossProduct(vn, *v1);
}
// Transforms a Vector3 by a given Matrix
RMDEF 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
RMDEF 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;
}
// Calculate linear interpolation between two vectors
RMDEF 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
RMDEF Vector3 Vector3Reflect(Vector3 v, Vector3 normal)
{
// I is the original vector
// N is the normal of the incident plane
// R = I - (2*N*( DotProduct[ I,N] ))
Vector3 result = { 0 };
float dotProduct = Vector3DotProduct(v, normal);
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;
}
// Return min value for each pair of components
RMDEF 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;
}
// Return max value for each pair of components
RMDEF 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
RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
{
//Vector v0 = b - a, v1 = c - a, v2 = p - a;
Vector3 v0 = Vector3Subtract(b, a);
Vector3 v1 = Vector3Subtract(c, a);
Vector3 v2 = Vector3Subtract(p, a);
float d00 = Vector3DotProduct(v0, v0);
float d01 = Vector3DotProduct(v0, v1);
float d11 = Vector3DotProduct(v1, v1);
float d20 = Vector3DotProduct(v2, v0);
float d21 = Vector3DotProduct(v2, v1);
float denom = d00*d11 - d01*d01;
Vector3 result = { 0 };
result.y = (d11*d20 - d01*d21)/denom;
result.z = (d00*d21 - d01*d20)/denom;
result.x = 1.0f - (result.z + result.y);
return result;
}
// Returns Vector3 as float array
RMDEF float3 Vector3ToFloatV(Vector3 v)
{
float3 buffer = { 0 };
buffer.v[0] = v.x;
buffer.v[1] = v.y;
buffer.v[2] = v.z;
return buffer;
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Matrix math
//----------------------------------------------------------------------------------
// Compute matrix determinant
RMDEF float MatrixDeterminant(Matrix mat)
{
// Cache the matrix values (speed optimization)
float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;
float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;
float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;
float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15;
float result = a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 +
a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 +
a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 +
a30*a11*a02*a23 - a10*a31*a02*a23 - a30*a01*a12*a23 + a00*a31*a12*a23 +
a10*a01*a32*a23 - a00*a11*a32*a23 - a20*a11*a02*a33 + a10*a21*a02*a33 +
a20*a01*a12*a33 - a00*a21*a12*a33 - a10*a01*a22*a33 + a00*a11*a22*a33;
return result;
}
// Returns the trace of the matrix (sum of the values along the diagonal)
RMDEF float MatrixTrace(Matrix mat)
{
float result = (mat.m0 + mat.m5 + mat.m10 + mat.m15);
return result;
}
// Transposes provided matrix
RMDEF Matrix MatrixTranspose(Matrix mat)
{
Matrix result = { 0 };
result.m0 = mat.m0;
result.m1 = mat.m4;
result.m2 = mat.m8;
result.m3 = mat.m12;
result.m4 = mat.m1;
result.m5 = mat.m5;
result.m6 = mat.m9;
result.m7 = mat.m13;
result.m8 = mat.m2;
result.m9 = mat.m6;
result.m10 = mat.m10;
result.m11 = mat.m14;
result.m12 = mat.m3;
result.m13 = mat.m7;
result.m14 = mat.m11;
result.m15 = mat.m15;
return result;
}
// Invert provided matrix
RMDEF Matrix MatrixInvert(Matrix mat)
{
Matrix result = { 0 };
// Cache the matrix values (speed optimization)
float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;
float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;
float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;
float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.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);
result.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet;
result.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet;
result.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet;
result.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet;
result.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet;
result.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet;
result.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet;
result.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet;
result.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet;
result.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet;
result.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet;
result.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet;
result.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet;
result.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet;
result.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet;
result.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet;
return result;
}
// Normalize provided matrix
RMDEF Matrix MatrixNormalize(Matrix mat)
{
Matrix result = { 0 };
float det = MatrixDeterminant(mat);
result.m0 = mat.m0/det;
result.m1 = mat.m1/det;
result.m2 = mat.m2/det;
result.m3 = mat.m3/det;
result.m4 = mat.m4/det;
result.m5 = mat.m5/det;
result.m6 = mat.m6/det;
result.m7 = mat.m7/det;
result.m8 = mat.m8/det;
result.m9 = mat.m9/det;
result.m10 = mat.m10/det;
result.m11 = mat.m11/det;
result.m12 = mat.m12/det;
result.m13 = mat.m13/det;
result.m14 = mat.m14/det;
result.m15 = mat.m15/det;
return result;
}
// Returns identity matrix
RMDEF Matrix MatrixIdentity(void)
{
Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f };
return result;
}
// Add two matrices
RMDEF Matrix MatrixAdd(Matrix left, Matrix right)
{
Matrix result = MatrixIdentity();
result.m0 = left.m0 + right.m0;
result.m1 = left.m1 + right.m1;
result.m2 = left.m2 + right.m2;
result.m3 = left.m3 + right.m3;
result.m4 = left.m4 + right.m4;
result.m5 = left.m5 + right.m5;
result.m6 = left.m6 + right.m6;
result.m7 = left.m7 + right.m7;
result.m8 = left.m8 + right.m8;
result.m9 = left.m9 + right.m9;
result.m10 = left.m10 + right.m10;
result.m11 = left.m11 + right.m11;
result.m12 = left.m12 + right.m12;
result.m13 = left.m13 + right.m13;
result.m14 = left.m14 + right.m14;
result.m15 = left.m15 + right.m15;
return result;
}
// Subtract two matrices (left - right)
RMDEF Matrix MatrixSubtract(Matrix left, Matrix right)
{
Matrix result = MatrixIdentity();
result.m0 = left.m0 - right.m0;
result.m1 = left.m1 - right.m1;
result.m2 = left.m2 - right.m2;
result.m3 = left.m3 - right.m3;
result.m4 = left.m4 - right.m4;
result.m5 = left.m5 - right.m5;
result.m6 = left.m6 - right.m6;
result.m7 = left.m7 - right.m7;
result.m8 = left.m8 - right.m8;
result.m9 = left.m9 - right.m9;
result.m10 = left.m10 - right.m10;
result.m11 = left.m11 - right.m11;
result.m12 = left.m12 - right.m12;
result.m13 = left.m13 - right.m13;
result.m14 = left.m14 - right.m14;
result.m15 = left.m15 - right.m15;
return result;
}
// Returns translation matrix
RMDEF Matrix MatrixTranslate(float x, float y, float z)
{
Matrix result = { 1.0f, 0.0f, 0.0f, x,
0.0f, 1.0f, 0.0f, y,
0.0f, 0.0f, 1.0f, z,
0.0f, 0.0f, 0.0f, 1.0f };
return result;
}
// Create rotation matrix from axis and angle
// NOTE: Angle should be provided in radians
RMDEF Matrix MatrixRotate(Vector3 axis, float angle)
{
Matrix result = { 0 };
float x = axis.x, y = axis.y, z = axis.z;
float length = sqrtf(x*x + y*y + z*z);
if ((length != 1.0f) && (length != 0.0f))
{
length = 1.0f/length;
x *= length;
y *= length;
z *= length;
}
float sinres = sinf(angle);
float cosres = cosf(angle);
float t = 1.0f - cosres;
result.m0 = x*x*t + cosres;
result.m1 = y*x*t + z*sinres;
result.m2 = z*x*t - y*sinres;
result.m3 = 0.0f;
result.m4 = x*y*t - z*sinres;
result.m5 = y*y*t + cosres;
result.m6 = z*y*t + x*sinres;
result.m7 = 0.0f;
result.m8 = x*z*t + y*sinres;
result.m9 = y*z*t - x*sinres;
result.m10 = z*z*t + cosres;
result.m11 = 0.0f;
result.m12 = 0.0f;
result.m13 = 0.0f;
result.m14 = 0.0f;
result.m15 = 1.0f;
return result;
}
// Returns xyz-rotation matrix (angles in radians)
RMDEF Matrix MatrixRotateXYZ(Vector3 ang)
{
Matrix result = MatrixIdentity();
float cosz = cosf(-ang.z);
float sinz = sinf(-ang.z);
float cosy = cosf(-ang.y);
float siny = sinf(-ang.y);
float cosx = cosf(-ang.x);
float sinx = sinf(-ang.x);
result.m0 = cosz * cosy;
result.m4 = (cosz * siny * sinx) - (sinz * cosx);
result.m8 = (cosz * siny * cosx) + (sinz * sinx);
result.m1 = sinz * cosy;
result.m5 = (sinz * siny * sinx) + (cosz * cosx);
result.m9 = (sinz * siny * cosx) - (cosz * sinx);
result.m2 = -siny;
result.m6 = cosy * sinx;
result.m10= cosy * cosx;
return result;
}
// Returns x-rotation matrix (angle in radians)
RMDEF Matrix MatrixRotateX(float angle)
{
Matrix result = MatrixIdentity();
float cosres = cosf(angle);
float sinres = sinf(angle);
result.m5 = cosres;
result.m6 = -sinres;
result.m9 = sinres;
result.m10 = cosres;
return result;
}
// Returns y-rotation matrix (angle in radians)
RMDEF Matrix MatrixRotateY(float angle)
{
Matrix result = MatrixIdentity();
float cosres = cosf(angle);
float sinres = sinf(angle);
result.m0 = cosres;
result.m2 = sinres;
result.m8 = -sinres;
result.m10 = cosres;
return result;
}
// Returns z-rotation matrix (angle in radians)
RMDEF Matrix MatrixRotateZ(float angle)
{
Matrix result = MatrixIdentity();
float cosres = cosf(angle);
float sinres = sinf(angle);
result.m0 = cosres;
result.m1 = -sinres;
result.m4 = sinres;
result.m5 = cosres;
return result;
}
// Returns scaling matrix
RMDEF Matrix MatrixScale(float x, float y, float z)
{
Matrix result = { x, 0.0f, 0.0f, 0.0f,
0.0f, y, 0.0f, 0.0f,
0.0f, 0.0f, z, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f };
return result;
}
// Returns two matrix multiplication
// NOTE: When multiplying matrices... the order matters!
RMDEF Matrix MatrixMultiply(Matrix left, Matrix right)
{
Matrix result = { 0 };
result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12;
result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13;
result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14;
result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15;
result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12;
result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13;
result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14;
result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15;
result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12;
result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13;
result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14;
result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15;
result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12;
result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13;
result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14;
result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15;
return result;
}
// Returns perspective projection matrix
RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far)
{
Matrix result = { 0 };
float rl = (float)(right - left);
float tb = (float)(top - bottom);
float fn = (float)(far - near);
result.m0 = ((float) near*2.0f)/rl;
result.m1 = 0.0f;
result.m2 = 0.0f;
result.m3 = 0.0f;
result.m4 = 0.0f;
result.m5 = ((float) near*2.0f)/tb;
result.m6 = 0.0f;
result.m7 = 0.0f;
result.m8 = ((float)right + (float)left)/rl;
result.m9 = ((float)top + (float)bottom)/tb;
result.m10 = -((float)far + (float)near)/fn;
result.m11 = -1.0f;
result.m12 = 0.0f;
result.m13 = 0.0f;
result.m14 = -((float)far*(float)near*2.0f)/fn;
result.m15 = 0.0f;
return result;
}
// Returns perspective projection matrix
// NOTE: Angle should be provided in radians
RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far)
{
double top = near*tan(fovy*0.5);
double right = top*aspect;
Matrix result = MatrixFrustum(-right, right, -top, top, near, far);
return result;
}
// Returns orthographic projection matrix
RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far)
{
Matrix result = { 0 };
float rl = (float)(right - left);
float tb = (float)(top - bottom);
float fn = (float)(far - near);
result.m0 = 2.0f/rl;
result.m1 = 0.0f;
result.m2 = 0.0f;
result.m3 = 0.0f;
result.m4 = 0.0f;
result.m5 = 2.0f/tb;
result.m6 = 0.0f;
result.m7 = 0.0f;
result.m8 = 0.0f;
result.m9 = 0.0f;
result.m10 = -2.0f/fn;
result.m11 = 0.0f;
result.m12 = -((float)left + (float)right)/rl;
result.m13 = -((float)top + (float)bottom)/tb;
result.m14 = -((float)far + (float)near)/fn;
result.m15 = 1.0f;
return result;
}
// Returns camera look-at matrix (view matrix)
RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
{
Matrix result = { 0 };
Vector3 z = Vector3Subtract(eye, target);
z = Vector3Normalize(z);
Vector3 x = Vector3CrossProduct(up, z);
x = Vector3Normalize(x);
Vector3 y = Vector3CrossProduct(z, x);
y = Vector3Normalize(y);
result.m0 = x.x;
result.m1 = x.y;
result.m2 = x.z;
result.m3 = 0.0f;
result.m4 = y.x;
result.m5 = y.y;
result.m6 = y.z;
result.m7 = 0.0f;
result.m8 = z.x;
result.m9 = z.y;
result.m10 = z.z;
result.m11 = 0.0f;
result.m12 = eye.x;
result.m13 = eye.y;
result.m14 = eye.z;
result.m15 = 1.0f;
result = MatrixInvert(result);
return result;
}
// Returns float array of matrix data
RMDEF float16 MatrixToFloatV(Matrix mat)
{
float16 buffer = { 0 };
buffer.v[0] = mat.m0;
buffer.v[1] = mat.m1;
buffer.v[2] = mat.m2;
buffer.v[3] = mat.m3;
buffer.v[4] = mat.m4;
buffer.v[5] = mat.m5;
buffer.v[6] = mat.m6;
buffer.v[7] = mat.m7;
buffer.v[8] = mat.m8;
buffer.v[9] = mat.m9;
buffer.v[10] = mat.m10;
buffer.v[11] = mat.m11;
buffer.v[12] = mat.m12;
buffer.v[13] = mat.m13;
buffer.v[14] = mat.m14;
buffer.v[15] = mat.m15;
return buffer;
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Quaternion math
//----------------------------------------------------------------------------------
// Returns identity quaternion
RMDEF Quaternion QuaternionIdentity(void)
{
Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };
return result;
}
// Computes the length of a quaternion
RMDEF float QuaternionLength(Quaternion q)
{
float result = (float)sqrt(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
return result;
}
// Normalize provided quaternion
RMDEF Quaternion QuaternionNormalize(Quaternion q)
{
Quaternion result = { 0 };
float length, ilength;
length = QuaternionLength(q);
if (length == 0.0f) length = 1.0f;
ilength = 1.0f/length;
result.x = q.x*ilength;
result.y = q.y*ilength;
result.z = q.z*ilength;
result.w = q.w*ilength;
return result;
}
// Invert provided quaternion
RMDEF Quaternion QuaternionInvert(Quaternion q)
{
Quaternion result = q;
float length = QuaternionLength(q);
float lengthSq = length*length;
if (lengthSq != 0.0)
{
float i = 1.0f/lengthSq;
result.x *= -i;
result.y *= -i;
result.z *= -i;
result.w *= i;
}
return result;
}
// Calculate two quaternion multiplication
RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2)
{
Quaternion result = { 0 };
float qax = q1.x, qay = q1.y, qaz = q1.z, qaw = q1.w;
float qbx = q2.x, qby = q2.y, qbz = q2.z, qbw = q2.w;
result.x = qax*qbw + qaw*qbx + qay*qbz - qaz*qby;
result.y = qay*qbw + qaw*qby + qaz*qbx - qax*qbz;
result.z = qaz*qbw + qaw*qbz + qax*qby - qay*qbx;
result.w = qaw*qbw - qax*qbx - qay*qby - qaz*qbz;
return result;
}
// Calculate linear interpolation between two quaternions
RMDEF Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount)
{
Quaternion result = { 0 };
result.x = q1.x + amount*(q2.x - q1.x);
result.y = q1.y + amount*(q2.y - q1.y);
result.z = q1.z + amount*(q2.z - q1.z);
result.w = q1.w + amount*(q2.w - q1.w);
return result;
}
// Calculate slerp-optimized interpolation between two quaternions
RMDEF Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount)
{
Quaternion result = QuaternionLerp(q1, q2, amount);
result = QuaternionNormalize(result);
return result;
}
// Calculates spherical linear interpolation between two quaternions
RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)
{
Quaternion result = { 0 };
float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w;
if (fabs(cosHalfTheta) >= 1.0f) result = q1;
else if (cosHalfTheta > 0.95f) result = QuaternionNlerp(q1, q2, amount);
else
{
float halfTheta = acosf(cosHalfTheta);
float sinHalfTheta = sqrtf(1.0f - cosHalfTheta*cosHalfTheta);
if (fabs(sinHalfTheta) < 0.001f)
{
result.x = (q1.x*0.5f + q2.x*0.5f);
result.y = (q1.y*0.5f + q2.y*0.5f);
result.z = (q1.z*0.5f + q2.z*0.5f);
result.w = (q1.w*0.5f + q2.w*0.5f);
}
else
{
float ratioA = sinf((1 - amount)*halfTheta)/sinHalfTheta;
float ratioB = sinf(amount*halfTheta)/sinHalfTheta;
result.x = (q1.x*ratioA + q2.x*ratioB);
result.y = (q1.y*ratioA + q2.y*ratioB);
result.z = (q1.z*ratioA + q2.z*ratioB);
result.w = (q1.w*ratioA + q2.w*ratioB);
}
}
return result;
}
// Calculate quaternion based on the rotation from one vector to another
RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
{
Quaternion result = { 0 };
float cos2Theta = Vector3DotProduct(from, to);
Vector3 cross = Vector3CrossProduct(from, to);
result.x = cross.x;
result.y = cross.y;
result.z = cross.y;
result.w = 1.0f + cos2Theta; // NOTE: Added QuaternioIdentity()
// Normalize to essentially nlerp the original and identity to 0.5
result = QuaternionNormalize(result);
// Above lines are equivalent to:
//Quaternion result = QuaternionNlerp(q, QuaternionIdentity(), 0.5f);
return result;
}
// Returns a quaternion for a given rotation matrix
RMDEF Quaternion QuaternionFromMatrix(Matrix mat)
{
Quaternion result = { 0 };
float trace = MatrixTrace(mat);
if (trace > 0.0f)
{
float s = sqrtf(trace + 1)*2.0f;
float invS = 1.0f/s;
result.w = s*0.25f;
result.x = (mat.m6 - mat.m9)*invS;
result.y = (mat.m8 - mat.m2)*invS;
result.z = (mat.m1 - mat.m4)*invS;
}
else
{
float m00 = mat.m0, m11 = mat.m5, m22 = mat.m10;
if (m00 > m11 && m00 > m22)
{
float s = (float)sqrt(1.0f + m00 - m11 - m22)*2.0f;
float invS = 1.0f/s;
result.w = (mat.m6 - mat.m9)*invS;
result.x = s*0.25f;
result.y = (mat.m4 + mat.m1)*invS;
result.z = (mat.m8 + mat.m2)*invS;
}
else if (m11 > m22)
{
float s = sqrtf(1.0f + m11 - m00 - m22)*2.0f;
float invS = 1.0f/s;
result.w = (mat.m8 - mat.m2)*invS;
result.x = (mat.m4 + mat.m1)*invS;
result.y = s*0.25f;
result.z = (mat.m9 + mat.m6)*invS;
}
else
{
float s = sqrtf(1.0f + m22 - m00 - m11)*2.0f;
float invS = 1.0f/s;
result.w = (mat.m1 - mat.m4)*invS;
result.x = (mat.m8 + mat.m2)*invS;
result.y = (mat.m9 + mat.m6)*invS;
result.z = s*0.25f;
}
}
return result;
}
// Returns a matrix for a given quaternion
RMDEF Matrix QuaternionToMatrix(Quaternion q)
{
Matrix result = { 0 };
float x = q.x, y = q.y, z = q.z, w = q.w;
float x2 = x + x;
float y2 = y + y;
float z2 = z + z;
float length = QuaternionLength(q);
float lengthSquared = length*length;
float xx = x*x2/lengthSquared;
float xy = x*y2/lengthSquared;
float xz = x*z2/lengthSquared;
float yy = y*y2/lengthSquared;
float yz = y*z2/lengthSquared;
float zz = z*z2/lengthSquared;
float wx = w*x2/lengthSquared;
float wy = w*y2/lengthSquared;
float wz = w*z2/lengthSquared;
result.m0 = 1.0f - (yy + zz);
result.m1 = xy - wz;
result.m2 = xz + wy;
result.m3 = 0.0f;
result.m4 = xy + wz;
result.m5 = 1.0f - (xx + zz);
result.m6 = yz - wx;
result.m7 = 0.0f;
result.m8 = xz - wy;
result.m9 = yz + wx;
result.m10 = 1.0f - (xx + yy);
result.m11 = 0.0f;
result.m12 = 0.0f;
result.m13 = 0.0f;
result.m14 = 0.0f;
result.m15 = 1.0f;
return result;
}
// Returns rotation quaternion for an angle and axis
// NOTE: angle must be provided in radians
RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
{
Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };
if (Vector3Length(axis) != 0.0f)
angle *= 0.5f;
axis = Vector3Normalize(axis);
float sinres = sinf(angle);
float cosres = cosf(angle);
result.x = axis.x*sinres;
result.y = axis.y*sinres;
result.z = axis.z*sinres;
result.w = cosres;
result = QuaternionNormalize(result);
return result;
}
// Returns the rotation angle and axis for a given quaternion
RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle)
{
if (fabs(q.w) > 1.0f) q = QuaternionNormalize(q);
Vector3 resAxis = { 0.0f, 0.0f, 0.0f };
float resAngle = 2.0f*acosf(q.w);
float den = sqrtf(1.0f - q.w*q.w);
if (den > 0.0001f)
{
resAxis.x = q.x/den;
resAxis.y = q.y/den;
resAxis.z = q.z/den;
}
else
{
// This occurs when the angle is zero.
// Not a problem: just set an arbitrary normalized axis.
resAxis.x = 1.0f;
}
*outAxis = resAxis;
*outAngle = resAngle;
}
// Returns he quaternion equivalent to Euler angles
RMDEF Quaternion QuaternionFromEuler(float roll, float pitch, float yaw)
{
Quaternion q = { 0 };
float x0 = cosf(roll*0.5f);
float x1 = sinf(roll*0.5f);
float y0 = cosf(pitch*0.5f);
float y1 = sinf(pitch*0.5f);
float z0 = cosf(yaw*0.5f);
float z1 = sinf(yaw*0.5f);
q.x = x1*y0*z0 - x0*y1*z1;
q.y = x0*y1*z0 + x1*y0*z1;
q.z = x0*y0*z1 - x1*y1*z0;
q.w = x0*y0*z0 + x1*y1*z1;
return q;
}
// Return the Euler angles equivalent to quaternion (roll, pitch, yaw)
// NOTE: Angles are returned in a Vector3 struct in degrees
RMDEF Vector3 QuaternionToEuler(Quaternion q)
{
Vector3 result = { 0 };
// roll (x-axis rotation)
float x0 = 2.0f*(q.w*q.x + q.y*q.z);
float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y);
result.x = atan2f(x0, x1)*RAD2DEG;
// pitch (y-axis rotation)
float y0 = 2.0f*(q.w*q.y - q.z*q.x);
y0 = y0 > 1.0f ? 1.0f : y0;
y0 = y0 < -1.0f ? -1.0f : y0;
result.y = asinf(y0)*RAD2DEG;
// yaw (z-axis rotation)
float z0 = 2.0f*(q.w*q.z + q.x*q.y);
float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z);
result.z = atan2f(z0, z1)*RAD2DEG;
return result;
}
// Transform a quaternion given a transformation matrix
RMDEF Quaternion QuaternionTransform(Quaternion q, Matrix mat)
{
Quaternion result = { 0 };
result.x = mat.m0*q.x + mat.m4*q.y + mat.m8*q.z + mat.m12*q.w;
result.y = mat.m1*q.x + mat.m5*q.y + mat.m9*q.z + mat.m13*q.w;
result.z = mat.m2*q.x + mat.m6*q.y + mat.m10*q.z + mat.m14*q.w;
result.w = mat.m3*q.x + mat.m7*q.y + mat.m11*q.z + mat.m15*q.w;
return result;
}
#endif // RAYMATH_H
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