From 193d7ee95d00f49ccc41cbf350b80ad250f8b741 Mon Sep 17 00:00:00 2001 From: Lam Wei Lun Date: Sun, 1 Mar 2026 15:42:58 +0800 Subject: [PATCH] raymath: Add C++ constexpr support and Matrix scalar multiplication - Make RMAPI functions constexpr in C++ mode - Add constexpr to all C++ math operators - Add MatrixMultiplyValue() and scalar operators - Add MatrixZeros and MatrixUnit constants --- src/raymath.h | 154 ++++++++++++++++++++++++++++++-------------------- 1 file changed, 94 insertions(+), 60 deletions(-) diff --git a/src/raymath.h b/src/raymath.h index ab1be1409..71504fb72 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -24,7 +24,7 @@ * or source files without problems. But only ONE file should hold the implementation * * #define RAYMATH_STATIC_INLINE -* Define static inline functions code, so #include header suffices for use +* Define static inline constexpr functions code, so #include header suffices for use * This may use up lots of memory * * #define RAYMATH_DISABLE_CPP_OPERATORS @@ -75,12 +75,20 @@ #define RMAPI extern inline // Provide external definition #endif #elif defined(RAYMATH_STATIC_INLINE) +#if defined(__cplusplus) + #define RMAPI static inline constexpr +#else #define RMAPI static inline // Functions may be inlined, no external out-of-line definition +#endif #else #if defined(__TINYC__) #define RMAPI static inline // plain inline not supported by tinycc (See issue #435) #else - #define RMAPI inline // Functions may be inlined or external definition used + #if defined(__cplusplus) + #define RMAPI static inline constexpr + #else + #define RMAPI inline // Functions may be inlined or external definition used + #endif #endif #endif @@ -1765,6 +1773,15 @@ RMAPI Matrix MatrixMultiply(Matrix left, Matrix right) return result; } +RMAPI Matrix MatrixMultiplyValue(Matrix left, float value) +{ + Matrix result = { left.m0 * value, left.m4 * value, left.m8 * value, left.m12 * value, + left.m1 * value, left.m5 * value, left.m9 * value, left.m13 * value, + left.m2 * value, left.m6 * value, left.m10 * value, left.m14 * value, + left.m3 * value, left.m7 * value, left.m11 * value, left.m15 * value }; + return result; +} + // Get translation matrix RMAPI Matrix MatrixTranslate(float x, float y, float z) { @@ -2775,89 +2792,89 @@ static constexpr Vector2 Vector2Ones = { 1, 1 }; static constexpr Vector2 Vector2UnitX = { 1, 0 }; static constexpr Vector2 Vector2UnitY = { 0, 1 }; -inline Vector2 operator + (const Vector2& lhs, const Vector2& rhs) +inline constexpr Vector2 operator + (const Vector2& lhs, const Vector2& rhs) { return Vector2Add(lhs, rhs); } -inline const Vector2& operator += (Vector2& lhs, const Vector2& rhs) +inline constexpr const Vector2& operator += (Vector2& lhs, const Vector2& rhs) { lhs = Vector2Add(lhs, rhs); return lhs; } -inline Vector2 operator - (const Vector2& lhs, const Vector2& rhs) +inline constexpr Vector2 operator - (const Vector2& lhs, const Vector2& rhs) { return Vector2Subtract(lhs, rhs); } -inline const Vector2& operator -= (Vector2& lhs, const Vector2& rhs) +inline constexpr const Vector2& operator -= (Vector2& lhs, const Vector2& rhs) { lhs = Vector2Subtract(lhs, rhs); return lhs; } -inline Vector2 operator * (const Vector2& lhs, const float& rhs) +inline constexpr Vector2 operator * (const Vector2& lhs, const float& rhs) { return Vector2Scale(lhs, rhs); } -inline const Vector2& operator *= (Vector2& lhs, const float& rhs) +inline constexpr const Vector2& operator *= (Vector2& lhs, const float& rhs) { lhs = Vector2Scale(lhs, rhs); return lhs; } -inline Vector2 operator * (const Vector2& lhs, const Vector2& rhs) +inline constexpr Vector2 operator * (const Vector2& lhs, const Vector2& rhs) { return Vector2Multiply(lhs, rhs); } -inline const Vector2& operator *= (Vector2& lhs, const Vector2& rhs) +inline constexpr const Vector2& operator *= (Vector2& lhs, const Vector2& rhs) { lhs = Vector2Multiply(lhs, rhs); return lhs; } -inline Vector2 operator * (const Vector2& lhs, const Matrix& rhs) +inline constexpr Vector2 operator * (const Vector2& lhs, const Matrix& rhs) { return Vector2Transform(lhs, rhs); } -inline const Vector2& operator *= (Vector2& lhs, const Matrix& rhs) +inline constexpr const Vector2& operator *= (Vector2& lhs, const Matrix& rhs) { lhs = Vector2Transform(lhs, rhs); return lhs; } -inline Vector2 operator / (const Vector2& lhs, const float& rhs) +inline constexpr Vector2 operator / (const Vector2& lhs, const float& rhs) { return Vector2Scale(lhs, 1.0f/rhs); } -inline const Vector2& operator /= (Vector2& lhs, const float& rhs) +inline constexpr const Vector2& operator /= (Vector2& lhs, const float& rhs) { lhs = Vector2Scale(lhs, 1.0f/rhs); return lhs; } -inline Vector2 operator / (const Vector2& lhs, const Vector2& rhs) +inline constexpr Vector2 operator / (const Vector2& lhs, const Vector2& rhs) { return Vector2Divide(lhs, rhs); } -inline const Vector2& operator /= (Vector2& lhs, const Vector2& rhs) +inline constexpr const Vector2& operator /= (Vector2& lhs, const Vector2& rhs) { lhs = Vector2Divide(lhs, rhs); return lhs; } -inline bool operator == (const Vector2& lhs, const Vector2& rhs) +inline constexpr bool operator == (const Vector2& lhs, const Vector2& rhs) { return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y); } -inline bool operator != (const Vector2& lhs, const Vector2& rhs) +inline constexpr bool operator != (const Vector2& lhs, const Vector2& rhs) { return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y); } @@ -2869,89 +2886,89 @@ static constexpr Vector3 Vector3UnitX = { 1, 0, 0 }; static constexpr Vector3 Vector3UnitY = { 0, 1, 0 }; static constexpr Vector3 Vector3UnitZ = { 0, 0, 1 }; -inline Vector3 operator + (const Vector3& lhs, const Vector3& rhs) +inline constexpr Vector3 operator + (const Vector3& lhs, const Vector3& rhs) { return Vector3Add(lhs, rhs); } -inline const Vector3& operator += (Vector3& lhs, const Vector3& rhs) +inline constexpr const Vector3& operator += (Vector3& lhs, const Vector3& rhs) { lhs = Vector3Add(lhs, rhs); return lhs; } -inline Vector3 operator - (const Vector3& lhs, const Vector3& rhs) +inline constexpr Vector3 operator - (const Vector3& lhs, const Vector3& rhs) { return Vector3Subtract(lhs, rhs); } -inline const Vector3& operator -= (Vector3& lhs, const Vector3& rhs) +inline constexpr const Vector3& operator -= (Vector3& lhs, const Vector3& rhs) { lhs = Vector3Subtract(lhs, rhs); return lhs; } -inline Vector3 operator * (const Vector3& lhs, const float& rhs) +inline constexpr Vector3 operator * (const Vector3& lhs, const float& rhs) { return Vector3Scale(lhs, rhs); } -inline const Vector3& operator *= (Vector3& lhs, const float& rhs) +inline constexpr const Vector3& operator *= (Vector3& lhs, const float& rhs) { lhs = Vector3Scale(lhs, rhs); return lhs; } -inline Vector3 operator * (const Vector3& lhs, const Vector3& rhs) +inline constexpr Vector3 operator * (const Vector3& lhs, const Vector3& rhs) { return Vector3Multiply(lhs, rhs); } -inline const Vector3& operator *= (Vector3& lhs, const Vector3& rhs) +inline constexpr const Vector3& operator *= (Vector3& lhs, const Vector3& rhs) { lhs = Vector3Multiply(lhs, rhs); return lhs; } -inline Vector3 operator * (const Vector3& lhs, const Matrix& rhs) +inline constexpr Vector3 operator * (const Vector3& lhs, const Matrix& rhs) { return Vector3Transform(lhs, rhs); } -inline const Vector3& operator *= (Vector3& lhs, const Matrix& rhs) +inline constexpr const Vector3& operator *= (Vector3& lhs, const Matrix& rhs) { lhs = Vector3Transform(lhs, rhs); return lhs; } -inline Vector3 operator / (const Vector3& lhs, const float& rhs) +inline constexpr Vector3 operator / (const Vector3& lhs, const float& rhs) { return Vector3Scale(lhs, 1.0f/rhs); } -inline const Vector3& operator /= (Vector3& lhs, const float& rhs) +inline constexpr const Vector3& operator /= (Vector3& lhs, const float& rhs) { lhs = Vector3Scale(lhs, 1.0f/rhs); return lhs; } -inline Vector3 operator / (const Vector3& lhs, const Vector3& rhs) +inline constexpr Vector3 operator / (const Vector3& lhs, const Vector3& rhs) { return Vector3Divide(lhs, rhs); } -inline const Vector3& operator /= (Vector3& lhs, const Vector3& rhs) +inline constexpr const Vector3& operator /= (Vector3& lhs, const Vector3& rhs) { lhs = Vector3Divide(lhs, rhs); return lhs; } -inline bool operator == (const Vector3& lhs, const Vector3& rhs) +inline constexpr bool operator == (const Vector3& lhs, const Vector3& rhs) { return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z); } -inline bool operator != (const Vector3& lhs, const Vector3& rhs) +inline constexpr bool operator != (const Vector3& lhs, const Vector3& rhs) { return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z); } @@ -2964,78 +2981,78 @@ static constexpr Vector4 Vector4UnitY = { 0, 1, 0, 0 }; static constexpr Vector4 Vector4UnitZ = { 0, 0, 1, 0 }; static constexpr Vector4 Vector4UnitW = { 0, 0, 0, 1 }; -inline Vector4 operator + (const Vector4& lhs, const Vector4& rhs) +inline constexpr Vector4 operator + (const Vector4& lhs, const Vector4& rhs) { return Vector4Add(lhs, rhs); } -inline const Vector4& operator += (Vector4& lhs, const Vector4& rhs) +inline constexpr const Vector4& operator += (Vector4& lhs, const Vector4& rhs) { lhs = Vector4Add(lhs, rhs); return lhs; } -inline Vector4 operator - (const Vector4& lhs, const Vector4& rhs) +inline constexpr Vector4 operator - (const Vector4& lhs, const Vector4& rhs) { return Vector4Subtract(lhs, rhs); } -inline const Vector4& operator -= (Vector4& lhs, const Vector4& rhs) +inline constexpr const Vector4& operator -= (Vector4& lhs, const Vector4& rhs) { lhs = Vector4Subtract(lhs, rhs); return lhs; } -inline Vector4 operator * (const Vector4& lhs, const float& rhs) +inline constexpr Vector4 operator * (const Vector4& lhs, const float& rhs) { return Vector4Scale(lhs, rhs); } -inline const Vector4& operator *= (Vector4& lhs, const float& rhs) +inline constexpr const Vector4& operator *= (Vector4& lhs, const float& rhs) { lhs = Vector4Scale(lhs, rhs); return lhs; } -inline Vector4 operator * (const Vector4& lhs, const Vector4& rhs) +inline constexpr Vector4 operator * (const Vector4& lhs, const Vector4& rhs) { return Vector4Multiply(lhs, rhs); } -inline const Vector4& operator *= (Vector4& lhs, const Vector4& rhs) +inline constexpr const Vector4& operator *= (Vector4& lhs, const Vector4& rhs) { lhs = Vector4Multiply(lhs, rhs); return lhs; } -inline Vector4 operator / (const Vector4& lhs, const float& rhs) +inline constexpr Vector4 operator / (const Vector4& lhs, const float& rhs) { return Vector4Scale(lhs, 1.0f/rhs); } -inline const Vector4& operator /= (Vector4& lhs, const float& rhs) +inline constexpr const Vector4& operator /= (Vector4& lhs, const float& rhs) { lhs = Vector4Scale(lhs, 1.0f/rhs); return lhs; } -inline Vector4 operator / (const Vector4& lhs, const Vector4& rhs) +inline constexpr Vector4 operator / (const Vector4& lhs, const Vector4& rhs) { return Vector4Divide(lhs, rhs); } -inline const Vector4& operator /= (Vector4& lhs, const Vector4& rhs) +inline constexpr const Vector4& operator /= (Vector4& lhs, const Vector4& rhs) { lhs = Vector4Divide(lhs, rhs); return lhs; } -inline bool operator == (const Vector4& lhs, const Vector4& rhs) +inline constexpr 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); } -inline bool operator != (const Vector4& lhs, const Vector4& rhs) +inline constexpr 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); } @@ -3045,72 +3062,89 @@ static constexpr Quaternion QuaternionZeros = { 0, 0, 0, 0 }; static constexpr Quaternion QuaternionOnes = { 1, 1, 1, 1 }; static constexpr Quaternion QuaternionUnitX = { 0, 0, 0, 1 }; -inline Quaternion operator + (const Quaternion& lhs, const float& rhs) +inline constexpr Quaternion operator + (const Quaternion& lhs, const float& rhs) { return QuaternionAddValue(lhs, rhs); } -inline const Quaternion& operator += (Quaternion& lhs, const float& rhs) +inline constexpr const Quaternion& operator += (Quaternion& lhs, const float& rhs) { lhs = QuaternionAddValue(lhs, rhs); return lhs; } -inline Quaternion operator - (const Quaternion& lhs, const float& rhs) +inline constexpr Quaternion operator - (const Quaternion& lhs, const float& rhs) { return QuaternionSubtractValue(lhs, rhs); } -inline const Quaternion& operator -= (Quaternion& lhs, const float& rhs) +inline constexpr const Quaternion& operator -= (Quaternion& lhs, const float& rhs) { lhs = QuaternionSubtractValue(lhs, rhs); return lhs; } -inline Quaternion operator * (const Quaternion& lhs, const Matrix& rhs) +inline constexpr Quaternion operator * (const Quaternion& lhs, const Matrix& rhs) { return QuaternionTransform(lhs, rhs); } -inline const Quaternion& operator *= (Quaternion& lhs, const Matrix& rhs) +inline constexpr const Quaternion& operator *= (Quaternion& lhs, const Matrix& rhs) { lhs = QuaternionTransform(lhs, rhs); return lhs; } // Matrix operators -inline Matrix operator + (const Matrix& lhs, const Matrix& rhs) +static constexpr Matrix MatrixZeros = {}; +static constexpr Matrix MatrixUnit = { 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 }; +inline constexpr Matrix operator + (const Matrix& lhs, const Matrix& rhs) { return MatrixAdd(lhs, rhs); } -inline const Matrix& operator += (Matrix& lhs, const Matrix& rhs) +inline constexpr const Matrix& operator += (Matrix& lhs, const Matrix& rhs) { lhs = MatrixAdd(lhs, rhs); return lhs; } -inline Matrix operator - (const Matrix& lhs, const Matrix& rhs) +inline constexpr Matrix operator - (const Matrix& lhs, const Matrix& rhs) { return MatrixSubtract(lhs, rhs); } -inline const Matrix& operator -= (Matrix& lhs, const Matrix& rhs) +inline constexpr const Matrix& operator -= (Matrix& lhs, const Matrix& rhs) { lhs = MatrixSubtract(lhs, rhs); return lhs; } -inline Matrix operator * (const Matrix& lhs, const Matrix& rhs) +inline constexpr Matrix operator * (const Matrix& lhs, const Matrix& rhs) { return MatrixMultiply(lhs, rhs); } -inline const Matrix& operator *= (Matrix& lhs, const Matrix& rhs) +inline constexpr const Matrix& operator *= (Matrix& lhs, const Matrix& rhs) { lhs = MatrixMultiply(lhs, rhs); return lhs; } + +inline constexpr Matrix operator * (const Matrix& lhs, const float value) +{ + return MatrixMultiplyValue(lhs, value); +} + +inline constexpr const Matrix& operator *= (Matrix& lhs, const float value) +{ + lhs = MatrixMultiplyValue(lhs, value); + return lhs; +} + //------------------------------------------------------------------------------- #endif // C++ operators