diff --git a/src/raymath_cpp_addon.h b/src/raymath_cpp_addon.h index 59e85b4b7..90213a187 100644 --- a/src/raymath_cpp_addon.h +++ b/src/raymath_cpp_addon.h @@ -26,8 +26,8 @@ * **********************************************************************************************/ -#ifndef RAYMATH_ADDON_H -#define RAYMATH_ADDON_H +#ifndef RAYMATH_CPP_ADDON_H +#define RAYMATH_CPP_ADDON_H #if defined(__cplusplus) && !defined(RAYMATH_DISABLE_CPP_OPERATORS) @@ -37,80 +37,96 @@ //------------------------------------------------------------------------------- // Vector2 operators -RMAPI Vector2 Vector2Zeros = {0, 0}; -RMAPI Vector2 Vector2Ones = {1, 1}; -RMAPI Vector2 Vector2UnitX = {1, 0}; -RMAPI Vector2 Vector2UnitY = {0, 1}; +RMAPI Vector2 Vector2Zeros = { 0, 0 }; +RMAPI Vector2 Vector2Ones = { 1, 1 }; +RMAPI Vector2 Vector2UnitX = { 1, 0 }; +RMAPI Vector2 Vector2UnitY = { 0, 1 }; -RMAPI Vector2 operator+(const Vector2 &lhs, const Vector2 &rhs) { - return Vector2Add(lhs, rhs); +RMAPI Vector2 operator+(const Vector2 &lhs, const Vector2 &rhs) +{ + return Vector2Add(lhs, rhs); } -RMAPI const Vector2 &operator+=(Vector2 &lhs, const Vector2 &rhs) { - lhs = Vector2Add(lhs, rhs); - return lhs; +RMAPI const Vector2 &operator+=(Vector2 &lhs, const Vector2 &rhs) +{ + lhs = Vector2Add(lhs, rhs); + return lhs; } -RMAPI Vector2 operator-(const Vector2 &lhs, const Vector2 &rhs) { - return Vector2Subtract(lhs, rhs); +RMAPI Vector2 operator-(const Vector2 &lhs, const Vector2 &rhs) +{ + return Vector2Subtract(lhs, rhs); } -RMAPI const Vector2 &operator-=(Vector2 &lhs, const Vector2 &rhs) { - lhs = Vector2Subtract(lhs, rhs); - return lhs; +RMAPI const Vector2 &operator-=(Vector2 &lhs, const Vector2 &rhs) +{ + lhs = Vector2Subtract(lhs, rhs); + return lhs; } -RMAPI Vector2 operator*(const Vector2 &lhs, const float &rhs) { - return Vector2Scale(lhs, rhs); +RMAPI Vector2 operator*(const Vector2 &lhs, const float &rhs) +{ + return Vector2Scale(lhs, rhs); } -RMAPI const Vector2 &operator*=(Vector2 &lhs, const float &rhs) { - lhs = Vector2Scale(lhs, rhs); - return lhs; +RMAPI const Vector2 &operator*=(Vector2 &lhs, const float &rhs) +{ + lhs = Vector2Scale(lhs, rhs); + return lhs; } -RMAPI Vector2 operator*(const Vector2 &lhs, const Vector2 &rhs) { - return Vector2Multiply(lhs, rhs); +RMAPI Vector2 operator*(const Vector2 &lhs, const Vector2 &rhs) +{ + return Vector2Multiply(lhs, rhs); } -RMAPI const Vector2 &operator*=(Vector2 &lhs, const Vector2 &rhs) { - lhs = Vector2Multiply(lhs, rhs); - return lhs; +RMAPI const Vector2 &operator*=(Vector2 &lhs, const Vector2 &rhs) +{ + lhs = Vector2Multiply(lhs, rhs); + return lhs; } -RMAPI Vector2 operator*(const Vector2 &lhs, const Matrix &rhs) { - return Vector2Transform(lhs, rhs); +RMAPI Vector2 operator*(const Vector2 &lhs, const Matrix &rhs) +{ + return Vector2Transform(lhs, rhs); } -RMAPI const Vector2 &operator*=(Vector2 &lhs, const Matrix &rhs) { - lhs = Vector2Transform(lhs, rhs); - return lhs; +RMAPI const Vector2 &operator*=(Vector2 &lhs, const Matrix &rhs) +{ + lhs = Vector2Transform(lhs, rhs); + return lhs; } -RMAPI Vector2 operator/(const Vector2 &lhs, const float &rhs) { - return Vector2Scale(lhs, 1.0f / rhs); +RMAPI Vector2 operator/(const Vector2 &lhs, const float &rhs) +{ + return Vector2Scale(lhs, 1.0f / rhs); } -RMAPI const Vector2 &operator/=(Vector2 &lhs, const float &rhs) { - lhs = Vector2Scale(lhs, 1.0f / rhs); - return lhs; +RMAPI const Vector2 &operator/=(Vector2 &lhs, const float &rhs) +{ + lhs = Vector2Scale(lhs, 1.0f / rhs); + return lhs; } -RMAPI Vector2 operator/(const Vector2 &lhs, const Vector2 &rhs) { - return Vector2Divide(lhs, rhs); +RMAPI Vector2 operator/(const Vector2 &lhs, const Vector2 &rhs) +{ + return Vector2Divide(lhs, rhs); } -RMAPI const Vector2 &operator/=(Vector2 &lhs, const Vector2 &rhs) { - lhs = Vector2Divide(lhs, rhs); - return lhs; +RMAPI const Vector2 &operator/=(Vector2 &lhs, const Vector2 &rhs) +{ + lhs = Vector2Divide(lhs, rhs); + return lhs; } -RMAPI bool operator==(const Vector2 &lhs, const Vector2 &rhs) { - return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y); +RMAPI bool operator==(const Vector2 &lhs, const Vector2 &rhs) +{ + return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y); } -RMAPI bool operator!=(const Vector2 &lhs, const Vector2 &rhs) { - return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y); +RMAPI bool operator!=(const Vector2 &lhs, const Vector2 &rhs) +{ + return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y); } // Vector3 operators @@ -120,230 +136,269 @@ RMAPI Vector3 Vector3UnitX = {1, 0, 0}; RMAPI Vector3 Vector3UnitY = {0, 1, 0}; RMAPI Vector3 Vector3UnitZ = {0, 0, 1}; -RMAPI Vector3 operator+(const Vector3 &lhs, const Vector3 &rhs) { - return Vector3Add(lhs, rhs); +RMAPI Vector3 operator+(const Vector3 &lhs, const Vector3 &rhs) +{ + return Vector3Add(lhs, rhs); } -RMAPI const Vector3 &operator+=(Vector3 &lhs, const Vector3 &rhs) { - lhs = Vector3Add(lhs, rhs); - return lhs; +RMAPI const Vector3 &operator+=(Vector3 &lhs, const Vector3 &rhs) +{ + lhs = Vector3Add(lhs, rhs); + return lhs; } -RMAPI Vector3 operator-(const Vector3 &lhs, const Vector3 &rhs) { - return Vector3Subtract(lhs, rhs); +RMAPI Vector3 operator-(const Vector3 &lhs, const Vector3 &rhs) +{ + return Vector3Subtract(lhs, rhs); } -RMAPI const Vector3 &operator-=(Vector3 &lhs, const Vector3 &rhs) { - lhs = Vector3Subtract(lhs, rhs); - return lhs; +RMAPI const Vector3 &operator-=(Vector3 &lhs, const Vector3 &rhs) +{ + lhs = Vector3Subtract(lhs, rhs); + return lhs; } -RMAPI Vector3 operator*(const Vector3 &lhs, const float &rhs) { - return Vector3Scale(lhs, rhs); +RMAPI Vector3 operator*(const Vector3 &lhs, const float &rhs) +{ + return Vector3Scale(lhs, rhs); } -RMAPI const Vector3 &operator*=(Vector3 &lhs, const float &rhs) { - lhs = Vector3Scale(lhs, rhs); - return lhs; +RMAPI const Vector3 &operator*=(Vector3 &lhs, const float &rhs) +{ + lhs = Vector3Scale(lhs, rhs); + return lhs; } -RMAPI Vector3 operator*(const Vector3 &lhs, const Vector3 &rhs) { - return Vector3Multiply(lhs, rhs); +RMAPI Vector3 operator*(const Vector3 &lhs, const Vector3 &rhs) +{ + return Vector3Multiply(lhs, rhs); } -RMAPI const Vector3 &operator*=(Vector3 &lhs, const Vector3 &rhs) { - lhs = Vector3Multiply(lhs, rhs); - return lhs; +RMAPI const Vector3 &operator*=(Vector3 &lhs, const Vector3 &rhs) +{ + lhs = Vector3Multiply(lhs, rhs); + return lhs; } -RMAPI Vector3 operator*(const Vector3 &lhs, const Matrix &rhs) { - return Vector3Transform(lhs, rhs); +RMAPI Vector3 operator*(const Vector3 &lhs, const Matrix &rhs) +{ + return Vector3Transform(lhs, rhs); } -RMAPI const Vector3 &operator*=(Vector3 &lhs, const Matrix &rhs) { - lhs = Vector3Transform(lhs, rhs); - return lhs; +RMAPI const Vector3 &operator*=(Vector3 &lhs, const Matrix &rhs) +{ + lhs = Vector3Transform(lhs, rhs); + return lhs; } -RMAPI Vector3 operator/(const Vector3 &lhs, const float &rhs) { - return Vector3Scale(lhs, 1.0f / rhs); +RMAPI Vector3 operator/(const Vector3 &lhs, const float &rhs) +{ + return Vector3Scale(lhs, 1.0f / rhs); } -RMAPI const Vector3 &operator/=(Vector3 &lhs, const float &rhs) { - lhs = Vector3Scale(lhs, 1.0f / rhs); - return lhs; +RMAPI const Vector3 &operator/=(Vector3 &lhs, const float &rhs) +{ + lhs = Vector3Scale(lhs, 1.0f / rhs); + return lhs; } -RMAPI Vector3 operator/(const Vector3 &lhs, const Vector3 &rhs) { - return Vector3Divide(lhs, rhs); +RMAPI Vector3 operator/(const Vector3 &lhs, const Vector3 &rhs) +{ + return Vector3Divide(lhs, rhs); } -RMAPI const Vector3 &operator/=(Vector3 &lhs, const Vector3 &rhs) { - lhs = Vector3Divide(lhs, rhs); - return lhs; +RMAPI const Vector3 &operator/=(Vector3 &lhs, const Vector3 &rhs) +{ + lhs = Vector3Divide(lhs, rhs); + return lhs; } -RMAPI bool operator==(const Vector3 &lhs, const Vector3 &rhs) { - return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && - FloatEquals(lhs.z, rhs.z); +RMAPI bool operator==(const Vector3 &lhs, const Vector3 &rhs) +{ + return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && + FloatEquals(lhs.z, rhs.z); } -RMAPI bool operator!=(const Vector3 &lhs, const Vector3 &rhs) { - return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || - !FloatEquals(lhs.z, rhs.z); +RMAPI bool operator!=(const Vector3 &lhs, const Vector3 &rhs) +{ + return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || + !FloatEquals(lhs.z, rhs.z); } // Vector4 operators -RMAPI Vector4 Vector4Zeros = {0, 0, 0, 0}; -RMAPI Vector4 Vector4Ones = {1, 1, 1, 1}; -RMAPI Vector4 Vector4UnitX = {1, 0, 0, 0}; -RMAPI Vector4 Vector4UnitY = {0, 1, 0, 0}; -RMAPI Vector4 Vector4UnitZ = {0, 0, 1, 0}; -RMAPI Vector4 Vector4UnitW = {0, 0, 0, 1}; +RMAPI Vector4 Vector4Zeros = { 0, 0, 0, 0 }; +RMAPI Vector4 Vector4Ones = { 1, 1, 1, 1 }; +RMAPI Vector4 Vector4UnitX = { 1, 0, 0, 0 }; +RMAPI Vector4 Vector4UnitY = { 0, 1, 0, 0 }; +RMAPI Vector4 Vector4UnitZ = { 0, 0, 1, 0 }; +RMAPI Vector4 Vector4UnitW = { 0, 0, 0, 1 }; -RMAPI Vector4 operator+(const Vector4 &lhs, const Vector4 &rhs) { - return Vector4Add(lhs, rhs); +RMAPI Vector4 operator+(const Vector4 &lhs, const Vector4 &rhs) +{ + return Vector4Add(lhs, rhs); } -RMAPI const Vector4 &operator+=(Vector4 &lhs, const Vector4 &rhs) { - lhs = Vector4Add(lhs, rhs); - return lhs; +RMAPI const Vector4 &operator+=(Vector4 &lhs, const Vector4 &rhs) +{ + lhs = Vector4Add(lhs, rhs); + return lhs; } -RMAPI Vector4 operator-(const Vector4 &lhs, const Vector4 &rhs) { - return Vector4Subtract(lhs, rhs); +RMAPI Vector4 operator-(const Vector4 &lhs, const Vector4 &rhs) +{ + return Vector4Subtract(lhs, rhs); } -RMAPI const Vector4 &operator-=(Vector4 &lhs, const Vector4 &rhs) { - lhs = Vector4Subtract(lhs, rhs); - return lhs; +RMAPI const Vector4 &operator-=(Vector4 &lhs, const Vector4 &rhs) +{ + lhs = Vector4Subtract(lhs, rhs); + return lhs; } -RMAPI Vector4 operator*(const Vector4 &lhs, const float &rhs) { - return Vector4Scale(lhs, rhs); +RMAPI Vector4 operator*(const Vector4 &lhs, const float &rhs) +{ + return Vector4Scale(lhs, rhs); } -RMAPI const Vector4 &operator*=(Vector4 &lhs, const float &rhs) { - lhs = Vector4Scale(lhs, rhs); - return lhs; +RMAPI const Vector4 &operator*=(Vector4 &lhs, const float &rhs) +{ + lhs = Vector4Scale(lhs, rhs); + return lhs; } -RMAPI Vector4 operator*(const Vector4 &lhs, const Vector4 &rhs) { - return Vector4Multiply(lhs, rhs); +RMAPI Vector4 operator*(const Vector4 &lhs, const Vector4 &rhs) +{ + return Vector4Multiply(lhs, rhs); } -RMAPI const Vector4 &operator*=(Vector4 &lhs, const Vector4 &rhs) { - lhs = Vector4Multiply(lhs, rhs); - return lhs; +RMAPI const Vector4 &operator*=(Vector4 &lhs, const Vector4 &rhs) +{ + lhs = Vector4Multiply(lhs, rhs); + return lhs; } -RMAPI Vector4 operator/(const Vector4 &lhs, const float &rhs) { - return Vector4Scale(lhs, 1.0f / rhs); +RMAPI Vector4 operator/(const Vector4 &lhs, const float &rhs) +{ + return Vector4Scale(lhs, 1.0f / rhs); } -RMAPI const Vector4 &operator/=(Vector4 &lhs, const float &rhs) { - lhs = Vector4Scale(lhs, 1.0f / rhs); - return lhs; +RMAPI const Vector4 &operator/=(Vector4 &lhs, const float &rhs) +{ + lhs = Vector4Scale(lhs, 1.0f / rhs); + return lhs; } -RMAPI Vector4 operator/(const Vector4 &lhs, const Vector4 &rhs) { - return Vector4Divide(lhs, rhs); +RMAPI Vector4 operator/(const Vector4 &lhs, const Vector4 &rhs) +{ + return Vector4Divide(lhs, rhs); } -RMAPI const Vector4 &operator/=(Vector4 &lhs, const Vector4 &rhs) { - lhs = Vector4Divide(lhs, rhs); - return lhs; +RMAPI const Vector4 &operator/=(Vector4 &lhs, const Vector4 &rhs) +{ + lhs = Vector4Divide(lhs, rhs); + return lhs; } -RMAPI bool operator==(const Vector4 &lhs, const Vector4 &rhs) { - return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && - FloatEquals(lhs.z, rhs.z) && FloatEquals(lhs.w, rhs.w); +RMAPI bool operator==(const Vector4 &lhs, const Vector4 &rhs) +{ + return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && + FloatEquals(lhs.z, rhs.z) && FloatEquals(lhs.w, rhs.w); } -RMAPI bool operator!=(const Vector4 &lhs, const Vector4 &rhs) { - return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || - !FloatEquals(lhs.z, rhs.z) || !FloatEquals(lhs.w, rhs.w); +RMAPI bool operator!=(const Vector4 &lhs, const Vector4 &rhs) +{ + return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || + !FloatEquals(lhs.z, rhs.z) || !FloatEquals(lhs.w, rhs.w); } // Quaternion operators -RMAPI Quaternion QuaternionZeros = {0, 0, 0, 0}; -RMAPI Quaternion QuaternionOnes = {1, 1, 1, 1}; -RMAPI Quaternion QuaternionUnitX = {0, 0, 0, 1}; +RMAPI Quaternion QuaternionZeros = { 0, 0, 0, 0 }; +RMAPI Quaternion QuaternionOnes = { 1, 1, 1, 1 }; +RMAPI Quaternion QuaternionUnitX = { 0, 0, 0, 1 }; -RMAPI Quaternion operator+(const Quaternion &lhs, const float &rhs) { - return QuaternionAddValue(lhs, rhs); +RMAPI Quaternion operator+(const Quaternion &lhs, const float &rhs) +{ + return QuaternionAddValue(lhs, rhs); } -RMAPI const Quaternion &operator+=(Quaternion &lhs, - const float &rhs) { - lhs = QuaternionAddValue(lhs, rhs); - return lhs; +RMAPI const Quaternion &operator+=(Quaternion &lhs, const float &rhs) +{ + lhs = QuaternionAddValue(lhs, rhs); + return lhs; } -RMAPI Quaternion operator-(const Quaternion &lhs, const float &rhs) { - return QuaternionSubtractValue(lhs, rhs); +RMAPI Quaternion operator-(const Quaternion &lhs, const float &rhs) +{ + return QuaternionSubtractValue(lhs, rhs); } -RMAPI const Quaternion &operator-=(Quaternion &lhs, - const float &rhs) { - lhs = QuaternionSubtractValue(lhs, rhs); - return lhs; +RMAPI const Quaternion &operator-=(Quaternion &lhs, const float &rhs) +{ + lhs = QuaternionSubtractValue(lhs, rhs); + return lhs; } -RMAPI Quaternion operator*(const Quaternion &lhs, - const Matrix &rhs) { - return QuaternionTransform(lhs, rhs); +RMAPI Quaternion operator*(const Quaternion &lhs, const Matrix &rhs) +{ + return QuaternionTransform(lhs, rhs); } -RMAPI const Quaternion &operator*=(Quaternion &lhs, - const Matrix &rhs) { - lhs = QuaternionTransform(lhs, rhs); - return lhs; +RMAPI const Quaternion &operator*=(Quaternion &lhs, const Matrix &rhs) +{ + lhs = QuaternionTransform(lhs, rhs); + return lhs; } // Matrix operators -RMAPI Matrix MatrixZeros = {}; -RMAPI Matrix MatrixUnit = { 1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 }; -RMAPI Matrix operator+(const Matrix &lhs, const Matrix &rhs) { - return MatrixAdd(lhs, rhs); +RMAPI Matrix MatrixZeros = { 0 }; +RMAPI Matrix MatrixUnit = { 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 }; +RMAPI Matrix operator+(const Matrix &lhs, const Matrix &rhs) +{ + return MatrixAdd(lhs, rhs); } -RMAPI const Matrix &operator+=(Matrix &lhs, const Matrix &rhs) { - lhs = MatrixAdd(lhs, rhs); - return lhs; +RMAPI const Matrix &operator+=(Matrix &lhs, const Matrix &rhs) +{ + lhs = MatrixAdd(lhs, rhs); + return lhs; } -RMAPI Matrix operator-(const Matrix &lhs, const Matrix &rhs) { - return MatrixSubtract(lhs, rhs); +RMAPI Matrix operator-(const Matrix &lhs, const Matrix &rhs) +{ + return MatrixSubtract(lhs, rhs); } -RMAPI const Matrix &operator-=(Matrix &lhs, const Matrix &rhs) { - lhs = MatrixSubtract(lhs, rhs); - return lhs; +RMAPI const Matrix &operator-=(Matrix &lhs, const Matrix &rhs) +{ + lhs = MatrixSubtract(lhs, rhs); + return lhs; } -RMAPI Matrix operator*(const Matrix &lhs, const Matrix &rhs) { - return MatrixMultiply(lhs, rhs); +RMAPI Matrix operator*(const Matrix &lhs, const Matrix &rhs) +{ + return MatrixMultiply(lhs, rhs); } -RMAPI const Matrix &operator*=(Matrix &lhs, const Matrix &rhs) { - lhs = MatrixMultiply(lhs, rhs); - return lhs; +RMAPI const Matrix &operator*=(Matrix &lhs, const Matrix &rhs) +{ + lhs = MatrixMultiply(lhs, rhs); + return lhs; } -RMAPI Matrix operator*(const Matrix &lhs, const float value) { - return MatrixMultiplyValue(lhs, value); +RMAPI Matrix operator*(const Matrix &lhs, const float value) +{ + return MatrixMultiplyValue(lhs, value); } -RMAPI const Matrix &operator*=(Matrix &lhs, const float value) { - lhs = MatrixMultiplyValue(lhs, value); - return lhs; +RMAPI const Matrix &operator*=(Matrix &lhs, const float value) +{ + lhs = MatrixMultiplyValue(lhs, value); + return lhs; } -//------------------------------------------------------------------------------- -#endif // C++ operators +#endif -#endif // RAYMATH_ADDON_H +#endif // RAYMATH_CPP_ADDON_H