Separated previous C++ functions and constants from raymath.h into a separate header raymath_cpp_addon.h. Added a macro RAYMATH_CPP_CONSTEXPR that enables the usage of constexpr in raymath.h.
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d06d959de3
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1 changed files with 369 additions and 368 deletions
388
src/raymath.h
388
src/raymath.h
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@ -27,6 +27,11 @@
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* Define static inline functions code, so #include header suffices for use
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* This may use up lots of memory
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*
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* #define RAYMATH_CPP_CONSTEXPR
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* Adds constexpr to RMAPI if compiling in C++.
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* By default, this is false.
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*
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*
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* #define RAYMATH_DISABLE_CPP_OPERATORS
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* Disables C++ operator overloads for raymath types.
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*
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@ -63,6 +68,12 @@
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#error "Specifying both RAYMATH_IMPLEMENTATION and RAYMATH_STATIC_INLINE is contradictory"
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#endif
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#if defined(__cplusplus) && defined(RAYMATH_CPP_CONSTEXPR)
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#define RM_CPP_CONSTEXPR constexpr
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#else
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#define RM_CPP_CONSTEXPR
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#endif
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// Function specifiers definition
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#if defined(RAYMATH_IMPLEMENTATION)
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#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
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@ -76,7 +87,7 @@
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#endif
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#elif defined(RAYMATH_STATIC_INLINE)
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#if defined(__cplusplus)
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#define RMAPI static inline constexpr
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#define RMAPI static inline RM_CPP_CONSTEXPR
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#else
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#define RMAPI static inline // Functions may be inlined, no external out-of-line definition
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#endif
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@ -85,7 +96,7 @@
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#define RMAPI static inline // plain inline not supported by tinycc (See issue #435)
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#else
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#if defined(__cplusplus)
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#define RMAPI static inline constexpr
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#define RMAPI static inline RM_CPP_CONSTEXPR
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#else
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#define RMAPI inline // Functions may be inlined or external definition used
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#endif
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@ -186,7 +197,11 @@ typedef struct float16 {
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#define RL_FLOAT16_TYPE
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#endif
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#include <math.h> // Required for: sinf(), cosf(), tan(), atan2f(), sqrtf(), floor(), fminf(), fmaxf(), fabsf()
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#if defined(__cplusplus)
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#include <cmath> // Required for: sinf(), cosf(), tan(), atan2f(), sqrtf(), floor(), fminf(), fmaxf(), fabsf()
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#else
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#include <math.h> // Required for: sinf(), cosf(), tan(), atan2f(), sqrtf(), floor(), fminf(), fmaxf(), fabsf()
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#endif
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#if RAYMATH_USE_SIMD_INTRINSICS
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// SIMD is used on the most costly raymath function MatrixMultiply()
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@ -2782,370 +2797,7 @@ RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotatio
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}
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#if defined(__cplusplus) && !defined(RAYMATH_DISABLE_CPP_OPERATORS)
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// Optional C++ math operators
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//-------------------------------------------------------------------------------
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// Vector2 operators
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static constexpr Vector2 Vector2Zeros = { 0, 0 };
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static constexpr Vector2 Vector2Ones = { 1, 1 };
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static constexpr Vector2 Vector2UnitX = { 1, 0 };
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static constexpr Vector2 Vector2UnitY = { 0, 1 };
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inline constexpr Vector2 operator + (const Vector2& lhs, const Vector2& rhs)
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{
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return Vector2Add(lhs, rhs);
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}
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inline constexpr const Vector2& operator += (Vector2& lhs, const Vector2& rhs)
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{
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lhs = Vector2Add(lhs, rhs);
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return lhs;
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}
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inline constexpr Vector2 operator - (const Vector2& lhs, const Vector2& rhs)
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{
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return Vector2Subtract(lhs, rhs);
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}
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inline constexpr const Vector2& operator -= (Vector2& lhs, const Vector2& rhs)
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{
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lhs = Vector2Subtract(lhs, rhs);
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return lhs;
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}
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inline constexpr Vector2 operator * (const Vector2& lhs, const float& rhs)
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{
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return Vector2Scale(lhs, rhs);
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}
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inline constexpr const Vector2& operator *= (Vector2& lhs, const float& rhs)
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{
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lhs = Vector2Scale(lhs, rhs);
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return lhs;
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}
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inline constexpr Vector2 operator * (const Vector2& lhs, const Vector2& rhs)
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{
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return Vector2Multiply(lhs, rhs);
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}
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inline constexpr const Vector2& operator *= (Vector2& lhs, const Vector2& rhs)
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{
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lhs = Vector2Multiply(lhs, rhs);
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return lhs;
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}
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inline constexpr Vector2 operator * (const Vector2& lhs, const Matrix& rhs)
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{
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return Vector2Transform(lhs, rhs);
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}
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inline constexpr const Vector2& operator *= (Vector2& lhs, const Matrix& rhs)
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{
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lhs = Vector2Transform(lhs, rhs);
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return lhs;
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}
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inline constexpr Vector2 operator / (const Vector2& lhs, const float& rhs)
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{
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return Vector2Scale(lhs, 1.0f/rhs);
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}
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inline constexpr const Vector2& operator /= (Vector2& lhs, const float& rhs)
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{
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lhs = Vector2Scale(lhs, 1.0f/rhs);
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return lhs;
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}
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inline constexpr Vector2 operator / (const Vector2& lhs, const Vector2& rhs)
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{
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return Vector2Divide(lhs, rhs);
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}
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inline constexpr const Vector2& operator /= (Vector2& lhs, const Vector2& rhs)
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{
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lhs = Vector2Divide(lhs, rhs);
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return lhs;
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}
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inline constexpr bool operator == (const Vector2& lhs, const Vector2& rhs)
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{
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return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y);
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}
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inline constexpr bool operator != (const Vector2& lhs, const Vector2& rhs)
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{
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return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y);
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}
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// Vector3 operators
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static constexpr Vector3 Vector3Zeros = { 0, 0, 0 };
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static constexpr Vector3 Vector3Ones = { 1, 1, 1 };
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static constexpr Vector3 Vector3UnitX = { 1, 0, 0 };
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static constexpr Vector3 Vector3UnitY = { 0, 1, 0 };
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static constexpr Vector3 Vector3UnitZ = { 0, 0, 1 };
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inline constexpr Vector3 operator + (const Vector3& lhs, const Vector3& rhs)
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{
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return Vector3Add(lhs, rhs);
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}
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inline constexpr const Vector3& operator += (Vector3& lhs, const Vector3& rhs)
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{
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lhs = Vector3Add(lhs, rhs);
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return lhs;
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}
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inline constexpr Vector3 operator - (const Vector3& lhs, const Vector3& rhs)
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{
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return Vector3Subtract(lhs, rhs);
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}
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inline constexpr const Vector3& operator -= (Vector3& lhs, const Vector3& rhs)
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{
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lhs = Vector3Subtract(lhs, rhs);
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return lhs;
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}
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inline constexpr Vector3 operator * (const Vector3& lhs, const float& rhs)
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{
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return Vector3Scale(lhs, rhs);
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}
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inline constexpr const Vector3& operator *= (Vector3& lhs, const float& rhs)
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{
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lhs = Vector3Scale(lhs, rhs);
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return lhs;
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}
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inline constexpr Vector3 operator * (const Vector3& lhs, const Vector3& rhs)
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{
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return Vector3Multiply(lhs, rhs);
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}
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inline constexpr const Vector3& operator *= (Vector3& lhs, const Vector3& rhs)
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{
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lhs = Vector3Multiply(lhs, rhs);
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return lhs;
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}
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inline constexpr Vector3 operator * (const Vector3& lhs, const Matrix& rhs)
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{
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return Vector3Transform(lhs, rhs);
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}
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inline constexpr const Vector3& operator *= (Vector3& lhs, const Matrix& rhs)
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{
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lhs = Vector3Transform(lhs, rhs);
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return lhs;
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}
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inline constexpr Vector3 operator / (const Vector3& lhs, const float& rhs)
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{
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return Vector3Scale(lhs, 1.0f/rhs);
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}
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inline constexpr const Vector3& operator /= (Vector3& lhs, const float& rhs)
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{
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lhs = Vector3Scale(lhs, 1.0f/rhs);
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return lhs;
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}
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inline constexpr Vector3 operator / (const Vector3& lhs, const Vector3& rhs)
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{
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return Vector3Divide(lhs, rhs);
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}
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inline constexpr const Vector3& operator /= (Vector3& lhs, const Vector3& rhs)
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{
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lhs = Vector3Divide(lhs, rhs);
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return lhs;
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}
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inline constexpr bool operator == (const Vector3& lhs, const Vector3& rhs)
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{
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return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z);
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}
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inline constexpr bool operator != (const Vector3& lhs, const Vector3& rhs)
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{
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return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z);
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}
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// Vector4 operators
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static constexpr Vector4 Vector4Zeros = { 0, 0, 0, 0 };
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static constexpr Vector4 Vector4Ones = { 1, 1, 1, 1 };
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static constexpr Vector4 Vector4UnitX = { 1, 0, 0, 0 };
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static constexpr Vector4 Vector4UnitY = { 0, 1, 0, 0 };
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static constexpr Vector4 Vector4UnitZ = { 0, 0, 1, 0 };
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static constexpr Vector4 Vector4UnitW = { 0, 0, 0, 1 };
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inline constexpr Vector4 operator + (const Vector4& lhs, const Vector4& rhs)
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{
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return Vector4Add(lhs, rhs);
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}
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inline constexpr const Vector4& operator += (Vector4& lhs, const Vector4& rhs)
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{
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lhs = Vector4Add(lhs, rhs);
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return lhs;
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}
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inline constexpr Vector4 operator - (const Vector4& lhs, const Vector4& rhs)
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{
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return Vector4Subtract(lhs, rhs);
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}
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inline constexpr const Vector4& operator -= (Vector4& lhs, const Vector4& rhs)
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{
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lhs = Vector4Subtract(lhs, rhs);
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return lhs;
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}
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inline constexpr Vector4 operator * (const Vector4& lhs, const float& rhs)
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{
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return Vector4Scale(lhs, rhs);
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}
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inline constexpr const Vector4& operator *= (Vector4& lhs, const float& rhs)
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{
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lhs = Vector4Scale(lhs, rhs);
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return lhs;
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}
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inline constexpr Vector4 operator * (const Vector4& lhs, const Vector4& rhs)
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{
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return Vector4Multiply(lhs, rhs);
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}
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inline constexpr const Vector4& operator *= (Vector4& lhs, const Vector4& rhs)
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{
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lhs = Vector4Multiply(lhs, rhs);
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return lhs;
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}
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inline constexpr Vector4 operator / (const Vector4& lhs, const float& rhs)
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{
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return Vector4Scale(lhs, 1.0f/rhs);
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}
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inline constexpr const Vector4& operator /= (Vector4& lhs, const float& rhs)
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{
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lhs = Vector4Scale(lhs, 1.0f/rhs);
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return lhs;
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}
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inline constexpr Vector4 operator / (const Vector4& lhs, const Vector4& rhs)
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{
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return Vector4Divide(lhs, rhs);
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}
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inline constexpr const Vector4& operator /= (Vector4& lhs, const Vector4& rhs)
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{
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lhs = Vector4Divide(lhs, rhs);
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return lhs;
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}
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inline constexpr bool operator == (const Vector4& lhs, const Vector4& rhs)
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{
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return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z) && FloatEquals(lhs.w, rhs.w);
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}
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inline constexpr bool operator != (const Vector4& lhs, const Vector4& rhs)
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{
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return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z) || !FloatEquals(lhs.w, rhs.w);
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}
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// Quaternion operators
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static constexpr Quaternion QuaternionZeros = { 0, 0, 0, 0 };
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static constexpr Quaternion QuaternionOnes = { 1, 1, 1, 1 };
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static constexpr Quaternion QuaternionUnitX = { 0, 0, 0, 1 };
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inline constexpr Quaternion operator + (const Quaternion& lhs, const float& rhs)
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{
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return QuaternionAddValue(lhs, rhs);
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}
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inline constexpr const Quaternion& operator += (Quaternion& lhs, const float& rhs)
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{
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lhs = QuaternionAddValue(lhs, rhs);
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return lhs;
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}
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inline constexpr Quaternion operator - (const Quaternion& lhs, const float& rhs)
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{
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return QuaternionSubtractValue(lhs, rhs);
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}
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inline constexpr const Quaternion& operator -= (Quaternion& lhs, const float& rhs)
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{
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lhs = QuaternionSubtractValue(lhs, rhs);
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return lhs;
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}
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inline constexpr Quaternion operator * (const Quaternion& lhs, const Matrix& rhs)
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{
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return QuaternionTransform(lhs, rhs);
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}
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inline constexpr const Quaternion& operator *= (Quaternion& lhs, const Matrix& rhs)
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{
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lhs = QuaternionTransform(lhs, rhs);
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return lhs;
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}
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// Matrix operators
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static constexpr Matrix MatrixZeros = {};
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static constexpr Matrix MatrixUnit = { 1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1 };
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inline constexpr Matrix operator + (const Matrix& lhs, const Matrix& rhs)
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{
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return MatrixAdd(lhs, rhs);
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}
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inline constexpr const Matrix& operator += (Matrix& lhs, const Matrix& rhs)
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{
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lhs = MatrixAdd(lhs, rhs);
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return lhs;
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}
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inline constexpr Matrix operator - (const Matrix& lhs, const Matrix& rhs)
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{
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return MatrixSubtract(lhs, rhs);
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}
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inline constexpr const Matrix& operator -= (Matrix& lhs, const Matrix& rhs)
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{
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lhs = MatrixSubtract(lhs, rhs);
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return lhs;
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}
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inline constexpr Matrix operator * (const Matrix& lhs, const Matrix& rhs)
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{
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return MatrixMultiply(lhs, rhs);
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}
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inline constexpr const Matrix& operator *= (Matrix& lhs, const Matrix& rhs)
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{
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lhs = MatrixMultiply(lhs, rhs);
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return lhs;
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}
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inline constexpr Matrix operator * (const Matrix& lhs, const float value)
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{
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return MatrixMultiplyValue(lhs, value);
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}
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inline constexpr const Matrix& operator *= (Matrix& lhs, const float value)
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{
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lhs = MatrixMultiplyValue(lhs, value);
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return lhs;
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}
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//-------------------------------------------------------------------------------
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#endif // C++ operators
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#include "raymath_cpp_addon.h"
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#endif
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#endif // RAYMATH_H
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