From 8cea5f28b068002a7196f92b59d0d074ab8b5cd2 Mon Sep 17 00:00:00 2001 From: Marco Lizza Date: Thu, 20 Dec 2018 16:06:59 +0100 Subject: [PATCH] Pre-prending `RL_` prefix for some raylib header macros. --- examples/audio/audio_raw_stream.c | 2 +- examples/models/models_rlgl_solar_system.c | 36 ++--- examples/models/models_yaw_pitch_roll.c | 6 +- examples/others/iqm_loader/raymath.h | 20 +-- examples/others/iqm_loader/riqm.h | 2 +- examples/others/rlgl_standalone.c | 2 +- examples/physac/physics_friction.c | 12 +- games/asteroids.c | 30 ++-- games/asteroids_survival.c | 16 +-- games/gorilas.c | 12 +- games/koala_seasons/screens/screen_gameplay.c | 6 +- games/koala_seasons/screens/screen_title.c | 4 +- games/pang.c | 8 +- src/camera.h | 28 ++-- src/core.c | 8 +- src/easings.h | 14 +- src/external/dr_mp3.h | 4 +- src/gestures.h | 6 +- src/models.c | 130 +++++++++--------- src/raylib.h | 8 +- src/raymath.h | 20 +-- src/rlgl.h | 8 +- src/shapes.c | 30 ++-- 23 files changed, 206 insertions(+), 206 deletions(-) diff --git a/examples/audio/audio_raw_stream.c b/examples/audio/audio_raw_stream.c index 7eee46f65..700c8a7b7 100644 --- a/examples/audio/audio_raw_stream.c +++ b/examples/audio/audio_raw_stream.c @@ -90,7 +90,7 @@ int main() // Write sine wave. for (int i = 0; i < waveLength*2; i++) { - data[i] = (short)(sinf(((2*PI*(float)i/waveLength)))*32000); + data[i] = (short)(sinf(((2*RL_PI*(float)i/waveLength)))*32000); } // Scale read cursor's position to minimize transition artifacts diff --git a/examples/models/models_rlgl_solar_system.c b/examples/models/models_rlgl_solar_system.c index 7193d6f8c..85e26596c 100644 --- a/examples/models/models_rlgl_solar_system.c +++ b/examples/models/models_rlgl_solar_system.c @@ -143,25 +143,25 @@ void DrawSphereBasic(Color color) { for (int j = 0; j < slices; j++) { - rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)), - sinf(DEG2RAD*(270+(180/(rings + 1))*i)), - cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices))); - rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)), - sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))), - cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices))); - rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360/slices)), - sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))), - cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360/slices))); + rlVertex3f(cosf(RL_DEG2RAD*(270+(180/(rings + 1))*i))*sinf(RL_DEG2RAD*(j*360/slices)), + sinf(RL_DEG2RAD*(270+(180/(rings + 1))*i)), + cosf(RL_DEG2RAD*(270+(180/(rings + 1))*i))*cosf(RL_DEG2RAD*(j*360/slices))); + rlVertex3f(cosf(RL_DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(RL_DEG2RAD*((j+1)*360/slices)), + sinf(RL_DEG2RAD*(270+(180/(rings + 1))*(i+1))), + cosf(RL_DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(RL_DEG2RAD*((j+1)*360/slices))); + rlVertex3f(cosf(RL_DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(RL_DEG2RAD*(j*360/slices)), + sinf(RL_DEG2RAD*(270+(180/(rings + 1))*(i+1))), + cosf(RL_DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(RL_DEG2RAD*(j*360/slices))); - rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)), - sinf(DEG2RAD*(270+(180/(rings + 1))*i)), - cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices))); - rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*sinf(DEG2RAD*((j+1)*360/slices)), - sinf(DEG2RAD*(270+(180/(rings + 1))*(i))), - cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*cosf(DEG2RAD*((j+1)*360/slices))); - rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)), - sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))), - cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices))); + rlVertex3f(cosf(RL_DEG2RAD*(270+(180/(rings + 1))*i))*sinf(RL_DEG2RAD*(j*360/slices)), + sinf(RL_DEG2RAD*(270+(180/(rings + 1))*i)), + cosf(RL_DEG2RAD*(270+(180/(rings + 1))*i))*cosf(RL_DEG2RAD*(j*360/slices))); + rlVertex3f(cosf(RL_DEG2RAD*(270+(180/(rings + 1))*(i)))*sinf(RL_DEG2RAD*((j+1)*360/slices)), + sinf(RL_DEG2RAD*(270+(180/(rings + 1))*(i))), + cosf(RL_DEG2RAD*(270+(180/(rings + 1))*(i)))*cosf(RL_DEG2RAD*((j+1)*360/slices))); + rlVertex3f(cosf(RL_DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(RL_DEG2RAD*((j+1)*360/slices)), + sinf(RL_DEG2RAD*(270+(180/(rings + 1))*(i+1))), + cosf(RL_DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(RL_DEG2RAD*((j+1)*360/slices))); } } rlEnd(); diff --git a/examples/models/models_yaw_pitch_roll.c b/examples/models/models_yaw_pitch_roll.c index 88b0a6109..c32a897c7 100644 --- a/examples/models/models_yaw_pitch_roll.c +++ b/examples/models/models_yaw_pitch_roll.c @@ -97,9 +97,9 @@ int main() Matrix transform = MatrixIdentity(); - transform = MatrixMultiply(transform, MatrixRotateZ(DEG2RAD*roll)); - transform = MatrixMultiply(transform, MatrixRotateX(DEG2RAD*pitch)); - transform = MatrixMultiply(transform, MatrixRotateY(DEG2RAD*yaw)); + transform = MatrixMultiply(transform, MatrixRotateZ(RL_DEG2RAD*roll)); + transform = MatrixMultiply(transform, MatrixRotateX(RL_DEG2RAD*pitch)); + transform = MatrixMultiply(transform, MatrixRotateY(RL_DEG2RAD*yaw)); model.transform = transform; //---------------------------------------------------------------------------------- diff --git a/examples/others/iqm_loader/raymath.h b/examples/others/iqm_loader/raymath.h index a574dd0d0..570968001 100644 --- a/examples/others/iqm_loader/raymath.h +++ b/examples/others/iqm_loader/raymath.h @@ -75,16 +75,16 @@ //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- -#ifndef PI - #define PI 3.14159265358979323846 +#ifndef RL_PI + #define RL_PI 3.14159265358979323846 #endif -#ifndef DEG2RAD - #define DEG2RAD (PI/180.0f) +#ifndef RL_DEG2RAD + #define RL_DEG2RAD (RL_PI/180.0f) #endif -#ifndef RAD2DEG - #define RAD2DEG (180.0f/PI) +#ifndef RL_RAD2DEG + #define RL_RAD2DEG (180.0f/RL_PI) #endif // Return float vector for Matrix @@ -205,7 +205,7 @@ RMDEF float Vector2Distance(Vector2 v1, Vector2 v2) // 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); + float result = atan2f(v2.y - v1.y, v2.x - v1.x)*(180.0f/RL_PI); if (result < 0) result += 360.0f; return result; } @@ -1302,18 +1302,18 @@ RMDEF Vector3 QuaternionToEuler(Quaternion q) // 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; + result.x = atan2f(x0, x1)*RL_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; + result.y = asinf(y0)*RL_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; + result.z = atan2f(z0, z1)*RL_RAD2DEG; return result; } diff --git a/examples/others/iqm_loader/riqm.h b/examples/others/iqm_loader/riqm.h index 694e3a958..eabfbf96c 100644 --- a/examples/others/iqm_loader/riqm.h +++ b/examples/others/iqm_loader/riqm.h @@ -571,7 +571,7 @@ void DrawAnimatedModelEx(AnimatedModel model, Vector3 position, Vector3 rotation } Matrix matScale = MatrixScale(scale.x, scale.y, scale.z); - Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD); + Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*RL_DEG2RAD); Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z); Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation); diff --git a/examples/others/rlgl_standalone.c b/examples/others/rlgl_standalone.c index 4b262bbd2..57d4e43b1 100644 --- a/examples/others/rlgl_standalone.c +++ b/examples/others/rlgl_standalone.c @@ -155,7 +155,7 @@ int main(void) // Draw '3D' elements in the scene //----------------------------------------------- // Calculate projection matrix (from perspective) and view matrix from camera look at - Matrix matProj = MatrixPerspective(camera.fovy*DEG2RAD, (double)screenWidth/(double)screenHeight, 0.01, 1000.0); + Matrix matProj = MatrixPerspective(camera.fovy*RL_DEG2RAD, (double)screenWidth/(double)screenHeight, 0.01, 1000.0); Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); SetMatrixModelview(matView); // Set internal modelview matrix (default shader) diff --git a/examples/physac/physics_friction.c b/examples/physac/physics_friction.c index 337a12653..05a611909 100644 --- a/examples/physac/physics_friction.c +++ b/examples/physac/physics_friction.c @@ -47,23 +47,23 @@ int main() // Create left ramp physics body PhysicsBody rectLeft = CreatePhysicsBodyRectangle((Vector2){ 25, screenHeight - 5 }, 250, 250, 10); rectLeft->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) - SetPhysicsBodyRotation(rectLeft, 30*DEG2RAD); + SetPhysicsBodyRotation(rectLeft, 30*RL_DEG2RAD); // Create right ramp physics body PhysicsBody rectRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth - 25, screenHeight - 5 }, 250, 250, 10); rectRight->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) - SetPhysicsBodyRotation(rectRight, 330*DEG2RAD); + SetPhysicsBodyRotation(rectRight, 330*RL_DEG2RAD); // Create dynamic physics bodies PhysicsBody bodyA = CreatePhysicsBodyRectangle((Vector2){ 35, screenHeight*0.6f }, 40, 40, 10); bodyA->staticFriction = 0.1f; bodyA->dynamicFriction = 0.1f; - SetPhysicsBodyRotation(bodyA, 30*DEG2RAD); + SetPhysicsBodyRotation(bodyA, 30*RL_DEG2RAD); PhysicsBody bodyB = CreatePhysicsBodyRectangle((Vector2){ screenWidth - 35, screenHeight*0.6f }, 40, 40, 10); bodyB->staticFriction = 1; bodyB->dynamicFriction = 1; - SetPhysicsBodyRotation(bodyB, 330*DEG2RAD); + SetPhysicsBodyRotation(bodyB, 330*RL_DEG2RAD); SetTargetFPS(60); //-------------------------------------------------------------------------------------- @@ -81,12 +81,12 @@ int main() bodyA->position = (Vector2){ 35, screenHeight*0.6f }; bodyA->velocity = (Vector2){ 0, 0 }; bodyA->angularVelocity = 0; - SetPhysicsBodyRotation(bodyA, 30*DEG2RAD); + SetPhysicsBodyRotation(bodyA, 30*RL_DEG2RAD); bodyB->position = (Vector2){ screenWidth - 35, screenHeight*0.6f }; bodyB->velocity = (Vector2){ 0, 0 }; bodyB->angularVelocity = 0; - SetPhysicsBodyRotation(bodyB, 330*DEG2RAD); + SetPhysicsBodyRotation(bodyB, 330*RL_DEG2RAD); } //---------------------------------------------------------------------------------- diff --git a/games/asteroids.c b/games/asteroids.c index 80096de66..6837cd258 100644 --- a/games/asteroids.c +++ b/games/asteroids.c @@ -145,14 +145,14 @@ void InitGame(void) victory = false; pause = false; - shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*DEG2RAD); + shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*RL_DEG2RAD); // Initialization player player.position = (Vector2){screenWidth/2, screenHeight/2 - shipHeight/2}; player.speed = (Vector2){0, 0}; player.acceleration = 0; player.rotation = 0; - player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12}; + player.collider = (Vector3){player.position.x + sin(player.rotation*RL_DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*RL_DEG2RAD)*(shipHeight/2.5f), 12}; player.color = LIGHTGRAY; destroyedMeteorsCount = 0; @@ -246,8 +246,8 @@ void UpdateGame(void) if (IsKeyDown(KEY_RIGHT)) player.rotation += 5; // Player logic: speed - player.speed.x = sin(player.rotation*DEG2RAD)*PLAYER_SPEED; - player.speed.y = cos(player.rotation*DEG2RAD)*PLAYER_SPEED; + player.speed.x = sin(player.rotation*RL_DEG2RAD)*PLAYER_SPEED; + player.speed.y = cos(player.rotation*RL_DEG2RAD)*PLAYER_SPEED; // Player logic: acceleration if (IsKeyDown(KEY_UP)) @@ -282,10 +282,10 @@ void UpdateGame(void) { if (!shoot[i].active) { - shoot[i].position = (Vector2){ player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight) }; + shoot[i].position = (Vector2){ player.position.x + sin(player.rotation*RL_DEG2RAD)*(shipHeight), player.position.y - cos(player.rotation*RL_DEG2RAD)*(shipHeight) }; shoot[i].active = true; - shoot[i].speed.x = 1.5*sin(player.rotation*DEG2RAD)*PLAYER_SPEED; - shoot[i].speed.y = 1.5*cos(player.rotation*DEG2RAD)*PLAYER_SPEED; + shoot[i].speed.x = 1.5*sin(player.rotation*RL_DEG2RAD)*PLAYER_SPEED; + shoot[i].speed.y = 1.5*cos(player.rotation*RL_DEG2RAD)*PLAYER_SPEED; shoot[i].rotation = player.rotation; break; } @@ -341,7 +341,7 @@ void UpdateGame(void) } // Collision logic: player vs meteors - player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12}; + player.collider = (Vector3){player.position.x + sin(player.rotation*RL_DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*RL_DEG2RAD)*(shipHeight/2.5f), 12}; for (int a = 0; a < MAX_BIG_METEORS; a++) { @@ -428,12 +428,12 @@ void UpdateGame(void) if (midMeteorsCount%2 == 0) { mediumMeteor[midMeteorsCount].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y}; - mediumMeteor[midMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1}; + mediumMeteor[midMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*RL_DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*RL_DEG2RAD)*METEORS_SPEED*-1}; } else { mediumMeteor[midMeteorsCount].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y}; - mediumMeteor[midMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED}; + mediumMeteor[midMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*RL_DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*RL_DEG2RAD)*METEORS_SPEED}; } mediumMeteor[midMeteorsCount].active = true; @@ -459,12 +459,12 @@ void UpdateGame(void) if (smallMeteorsCount%2 == 0) { smallMeteor[smallMeteorsCount].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y}; - smallMeteor[smallMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1}; + smallMeteor[smallMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*RL_DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*RL_DEG2RAD)*METEORS_SPEED*-1}; } else { smallMeteor[smallMeteorsCount].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y}; - smallMeteor[smallMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED}; + smallMeteor[smallMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*RL_DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*RL_DEG2RAD)*METEORS_SPEED}; } smallMeteor[smallMeteorsCount].active = true; @@ -515,9 +515,9 @@ void DrawGame(void) if (!gameOver) { // Draw spaceship - Vector2 v1 = { player.position.x + sinf(player.rotation*DEG2RAD)*(shipHeight), player.position.y - cosf(player.rotation*DEG2RAD)*(shipHeight) }; - Vector2 v2 = { player.position.x - cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y - sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) }; - Vector2 v3 = { player.position.x + cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y + sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) }; + Vector2 v1 = { player.position.x + sinf(player.rotation*RL_DEG2RAD)*(shipHeight), player.position.y - cosf(player.rotation*RL_DEG2RAD)*(shipHeight) }; + Vector2 v2 = { player.position.x - cosf(player.rotation*RL_DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y - sinf(player.rotation*RL_DEG2RAD)*(PLAYER_BASE_SIZE/2) }; + Vector2 v3 = { player.position.x + cosf(player.rotation*RL_DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y + sinf(player.rotation*RL_DEG2RAD)*(PLAYER_BASE_SIZE/2) }; DrawTriangle(v1, v2, v3, MAROON); // Draw meteors diff --git a/games/asteroids_survival.c b/games/asteroids_survival.c index 8086433e4..dd7b7f6ad 100644 --- a/games/asteroids_survival.c +++ b/games/asteroids_survival.c @@ -130,14 +130,14 @@ void InitGame(void) framesCounter = 0; - shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*DEG2RAD); + shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*RL_DEG2RAD); // Initialization player player.position = (Vector2){screenWidth/2, screenHeight/2 - shipHeight/2}; player.speed = (Vector2){0, 0}; player.acceleration = 0; player.rotation = 0; - player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12}; + player.collider = (Vector3){player.position.x + sin(player.rotation*RL_DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*RL_DEG2RAD)*(shipHeight/2.5f), 12}; player.color = LIGHTGRAY; for (int i = 0; i < MAX_MEDIUM_METEORS; i++) @@ -239,8 +239,8 @@ void UpdateGame(void) if (IsKeyDown(KEY_RIGHT)) player.rotation += 5; // Speed - player.speed.x = sin(player.rotation*DEG2RAD)*PLAYER_SPEED; - player.speed.y = cos(player.rotation*DEG2RAD)*PLAYER_SPEED; + player.speed.x = sin(player.rotation*RL_DEG2RAD)*PLAYER_SPEED; + player.speed.y = cos(player.rotation*RL_DEG2RAD)*PLAYER_SPEED; // Controller if (IsKeyDown(KEY_UP)) @@ -269,7 +269,7 @@ void UpdateGame(void) else if (player.position.y < -(shipHeight)) player.position.y = screenHeight + shipHeight; // Collision Player to meteors - player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12}; + player.collider = (Vector3){player.position.x + sin(player.rotation*RL_DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*RL_DEG2RAD)*(shipHeight/2.5f), 12}; for (int a = 0; a < MAX_MEDIUM_METEORS; a++) { @@ -336,9 +336,9 @@ void DrawGame(void) if (!gameOver) { // Draw spaceship - Vector2 v1 = { player.position.x + sinf(player.rotation*DEG2RAD)*(shipHeight), player.position.y - cosf(player.rotation*DEG2RAD)*(shipHeight) }; - Vector2 v2 = { player.position.x - cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y - sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) }; - Vector2 v3 = { player.position.x + cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y + sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) }; + Vector2 v1 = { player.position.x + sinf(player.rotation*RL_DEG2RAD)*(shipHeight), player.position.y - cosf(player.rotation*RL_DEG2RAD)*(shipHeight) }; + Vector2 v2 = { player.position.x - cosf(player.rotation*RL_DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y - sinf(player.rotation*RL_DEG2RAD)*(PLAYER_BASE_SIZE/2) }; + Vector2 v3 = { player.position.x + cosf(player.rotation*RL_DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y + sinf(player.rotation*RL_DEG2RAD)*(PLAYER_BASE_SIZE/2) }; DrawTriangle(v1, v2, v3, MAROON); // Draw meteor diff --git a/games/gorilas.c b/games/gorilas.c index 9ef71b552..11bdaf871 100644 --- a/games/gorilas.c +++ b/games/gorilas.c @@ -430,7 +430,7 @@ static bool UpdatePlayer(int playerTurn) // Distance (calculating the fire power) player[playerTurn].aimingPower = sqrt(pow(player[playerTurn].position.x - GetMousePosition().x, 2) + pow(player[playerTurn].position.y - GetMousePosition().y, 2)); // Calculates the angle via arcsin - player[playerTurn].aimingAngle = asin((player[playerTurn].position.y - GetMousePosition().y)/player[playerTurn].aimingPower)*RAD2DEG; + player[playerTurn].aimingAngle = asin((player[playerTurn].position.y - GetMousePosition().y)/player[playerTurn].aimingPower)*RL_RAD2DEG; // Point of the screen we are aiming at player[playerTurn].aimingPoint = GetMousePosition(); @@ -451,7 +451,7 @@ static bool UpdatePlayer(int playerTurn) // Distance (calculating the fire power) player[playerTurn].aimingPower = sqrt(pow(player[playerTurn].position.x - GetMousePosition().x, 2) + pow(player[playerTurn].position.y - GetMousePosition().y, 2)); // Calculates the angle via arcsin - player[playerTurn].aimingAngle = asin((player[playerTurn].position.y - GetMousePosition().y)/player[playerTurn].aimingPower)*RAD2DEG; + player[playerTurn].aimingAngle = asin((player[playerTurn].position.y - GetMousePosition().y)/player[playerTurn].aimingPower)*RL_RAD2DEG; // Point of the screen we are aiming at player[playerTurn].aimingPoint = GetMousePosition(); @@ -492,14 +492,14 @@ static bool UpdateBall(int playerTurn) { if (player[playerTurn].isLeftTeam) { - ball.speed.x = cos(player[playerTurn].previousAngle*DEG2RAD)*player[playerTurn].previousPower*3/DELTA_FPS; - ball.speed.y = -sin(player[playerTurn].previousAngle*DEG2RAD)*player[playerTurn].previousPower*3/DELTA_FPS; + ball.speed.x = cos(player[playerTurn].previousAngle*RL_DEG2RAD)*player[playerTurn].previousPower*3/DELTA_FPS; + ball.speed.y = -sin(player[playerTurn].previousAngle*RL_DEG2RAD)*player[playerTurn].previousPower*3/DELTA_FPS; ball.active = true; } else { - ball.speed.x = -cos(player[playerTurn].previousAngle*DEG2RAD)*player[playerTurn].previousPower*3/DELTA_FPS; - ball.speed.y = -sin(player[playerTurn].previousAngle*DEG2RAD)*player[playerTurn].previousPower*3/DELTA_FPS; + ball.speed.x = -cos(player[playerTurn].previousAngle*RL_DEG2RAD)*player[playerTurn].previousPower*3/DELTA_FPS; + ball.speed.y = -sin(player[playerTurn].previousAngle*RL_DEG2RAD)*player[playerTurn].previousPower*3/DELTA_FPS; ball.active = true; } } diff --git a/games/koala_seasons/screens/screen_gameplay.c b/games/koala_seasons/screens/screen_gameplay.c index 4d8ff04d6..383510bbd 100644 --- a/games/koala_seasons/screens/screen_gameplay.c +++ b/games/koala_seasons/screens/screen_gameplay.c @@ -943,7 +943,7 @@ void UpdateGameplayScreen(void) if (beeActive == true && !isHitBee) { bee.x -= 3*speed; - beeMov = sin(2*PI/400*bee.x) * 5; + beeMov = sin(2*RL_PI/400*bee.x) * 5; bee.y += beeMov*TIME_FACTOR; if (CheckCollisionRecs(bee, player) && (state != FINALFORM) && (state != KICK)) @@ -1870,7 +1870,7 @@ void UpdateGameplayScreen(void) { dandelionParticle.particles[i].position.y += 3*speedMod*TIME_FACTOR; dandelionParticle.particles[i].position.x -= 5*speedMod*TIME_FACTOR; - dandelionParticle.particles[i].rotation = -(30*sin(2*PI/120*globalFrameCounter + dandelionParticle.particles[i].rotPhy) + 30); + dandelionParticle.particles[i].rotation = -(30*sin(2*RL_PI/120*globalFrameCounter + dandelionParticle.particles[i].rotPhy) + 30); if (dandelionParticle.particles[i].position.y >= GetScreenHeight()) dandelionParticle.particles[i].active = false; } @@ -1879,7 +1879,7 @@ void UpdateGameplayScreen(void) { dandelionBackParticle.particles[i].position.y += (int)1.5f*speedMod*TIME_FACTOR; dandelionBackParticle.particles[i].position.x -= 5*speedMod*TIME_FACTOR; - dandelionBackParticle.particles[i].rotation = 30*sin(2*PI/120*globalFrameCounter + dandelionParticle.particles[i].rotPhy) + 30; + dandelionBackParticle.particles[i].rotation = 30*sin(2*RL_PI/120*globalFrameCounter + dandelionParticle.particles[i].rotPhy) + 30; if (dandelionBackParticle.particles[i].position.y >= GetScreenHeight()) dandelionBackParticle.particles[i].active = false; } diff --git a/games/koala_seasons/screens/screen_title.c b/games/koala_seasons/screens/screen_title.c index 21a4df51d..c6c871b85 100644 --- a/games/koala_seasons/screens/screen_title.c +++ b/games/koala_seasons/screens/screen_title.c @@ -690,7 +690,7 @@ void UpdateTitleScreen(void) { dandelionParticle.particle[i].position.y += 2.5*TIME_FACTOR; dandelionParticle.particle[i].position.x -= 2*TIME_FACTOR; - dandelionParticle.particle[i].rotation = -(30*sin(2*PI/120*globalFrameCounter + dandelionParticle.particle[i].rotPhy) + 30); + dandelionParticle.particle[i].rotation = -(30*sin(2*RL_PI/120*globalFrameCounter + dandelionParticle.particle[i].rotPhy) + 30); if (dandelionParticle.particle[i].position.y >= GetScreenHeight()) dandelionParticle.particle[i].active = false; } @@ -698,7 +698,7 @@ void UpdateTitleScreen(void) { dandelionBackParticle.particle[i].position.y += 2*TIME_FACTOR; dandelionBackParticle.particle[i].position.x -= 3*TIME_FACTOR; - dandelionBackParticle.particle[i].rotation = -(30*sin(2*PI/120*globalFrameCounter + dandelionParticle.particle[i].rotPhy) + 30); + dandelionBackParticle.particle[i].rotation = -(30*sin(2*RL_PI/120*globalFrameCounter + dandelionParticle.particle[i].rotPhy) + 30); if (dandelionBackParticle.particle[i].position.y >= GetScreenHeight()) dandelionBackParticle.particle[i].active = false; } diff --git a/games/pang.c b/games/pang.c index a81f32f01..dbf3bf7bb 100644 --- a/games/pang.c +++ b/games/pang.c @@ -163,7 +163,7 @@ static void InitGame(void) gravity = 0.25f; linePosition = (Vector2){ 0.0f , 0.0f }; - shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*DEG2RAD); + shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*RL_DEG2RAD); // Initialization player player.position = (Vector2){ screenWidth/2, screenHeight }; @@ -556,9 +556,9 @@ void DrawGame(void) if (!gameOver) { // Draw player - Vector2 v1 = { player.position.x + sinf(player.rotation*DEG2RAD)*(shipHeight), player.position.y - cosf(player.rotation*DEG2RAD)*(shipHeight) }; - Vector2 v2 = { player.position.x - cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y - sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) }; - Vector2 v3 = { player.position.x + cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y + sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) }; + Vector2 v1 = { player.position.x + sinf(player.rotation*RL_DEG2RAD)*(shipHeight), player.position.y - cosf(player.rotation*RL_DEG2RAD)*(shipHeight) }; + Vector2 v2 = { player.position.x - cosf(player.rotation*RL_DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y - sinf(player.rotation*RL_DEG2RAD)*(PLAYER_BASE_SIZE/2) }; + Vector2 v3 = { player.position.x + cosf(player.rotation*RL_DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y + sinf(player.rotation*RL_DEG2RAD)*(PLAYER_BASE_SIZE/2) }; DrawTriangle(v1, v2, v3, MAROON); // Draw meteors (big) diff --git a/src/camera.h b/src/camera.h index 2ed35f3bf..ab106aa2e 100644 --- a/src/camera.h +++ b/src/camera.h @@ -126,16 +126,16 @@ void SetCameraMoveControls(int frontKey, int backKey, #include // Required for: sqrt(), sin(), cos() -#ifndef PI - #define PI 3.14159265358979323846 +#ifndef RL_PI + #define RL_PI 3.14159265358979323846 #endif -#ifndef DEG2RAD - #define DEG2RAD (PI/180.0f) +#ifndef RL_DEG2RAD + #define RL_DEG2RAD (RL_PI/180.0f) #endif -#ifndef RAD2DEG - #define RAD2DEG (180.0f/PI) +#ifndef RL_RAD2DEG + #define RL_RAD2DEG (180.0f/RL_PI) #endif //---------------------------------------------------------------------------------- @@ -248,8 +248,8 @@ void SetCameraMode(Camera camera, int mode) cameraAngle.y = -asinf( (float)fabs(dy)/distance.y); // Camera angle in plane XY (0 aligned with X, move positive CW) // NOTE: Just testing what cameraAngle means - //cameraAngle.x = 0.0f*DEG2RAD; // Camera angle in plane XZ (0 aligned with Z, move positive CCW) - //cameraAngle.y = -60.0f*DEG2RAD; // Camera angle in plane XY (0 aligned with X, move positive CW) + //cameraAngle.x = 0.0f*RL_DEG2RAD; // Camera angle in plane XZ (0 aligned with Z, move positive CCW) + //cameraAngle.y = -60.0f*RL_DEG2RAD; // Camera angle in plane XY (0 aligned with X, move positive CW) playerEyesPosition = camera.position.y; @@ -373,8 +373,8 @@ void UpdateCamera(Camera *camera) cameraAngle.y += mousePositionDelta.y*-CAMERA_FREE_MOUSE_SENSITIVITY; // Angle clamp - if (cameraAngle.y > CAMERA_FREE_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MIN_CLAMP*DEG2RAD; - else if (cameraAngle.y < CAMERA_FREE_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FREE_MAX_CLAMP*DEG2RAD; + if (cameraAngle.y > CAMERA_FREE_MIN_CLAMP*RL_DEG2RAD) cameraAngle.y = CAMERA_FREE_MIN_CLAMP*RL_DEG2RAD; + else if (cameraAngle.y < CAMERA_FREE_MAX_CLAMP*RL_DEG2RAD) cameraAngle.y = CAMERA_FREE_MAX_CLAMP*RL_DEG2RAD; } } else @@ -424,8 +424,8 @@ void UpdateCamera(Camera *camera) if (cameraMode == CAMERA_THIRD_PERSON) { // Angle clamp - if (cameraAngle.y > CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD; - else if (cameraAngle.y < CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD; + if (cameraAngle.y > CAMERA_THIRD_PERSON_MIN_CLAMP*RL_DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MIN_CLAMP*RL_DEG2RAD; + else if (cameraAngle.y < CAMERA_THIRD_PERSON_MAX_CLAMP*RL_DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MAX_CLAMP*RL_DEG2RAD; // Camera zoom cameraTargetDistance -= (mouseWheelMove*CAMERA_MOUSE_SCROLL_SENSITIVITY); @@ -441,8 +441,8 @@ void UpdateCamera(Camera *camera) else // CAMERA_FIRST_PERSON { // Angle clamp - if (cameraAngle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD; - else if (cameraAngle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD; + if (cameraAngle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*RL_DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*RL_DEG2RAD; + else if (cameraAngle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*RL_DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*RL_DEG2RAD; // Camera is always looking at player camera->target.x = camera->position.x - sinf(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE; diff --git a/src/core.c b/src/core.c index 79404abef..1f11b4b6a 100644 --- a/src/core.c +++ b/src/core.c @@ -1096,7 +1096,7 @@ void BeginMode2D(Camera2D camera) // Camera rotation and scaling is always relative to target Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f); - Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD); + Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*RL_DEG2RAD); Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f); Matrix matTranslation = MatrixTranslate(camera.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f); @@ -1127,7 +1127,7 @@ void BeginMode3D(Camera3D camera) if (camera.type == CAMERA_PERSPECTIVE) { // Setup perspective projection - double top = 0.01*tan(camera.fovy*0.5*DEG2RAD); + double top = 0.01*tan(camera.fovy*0.5*RL_DEG2RAD); double right = top*aspect; rlFrustum(-right, right, -top, top, 0.01, 1000.0); @@ -1233,7 +1233,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera) if (camera.type == CAMERA_PERSPECTIVE) { // Calculate projection matrix from perspective - matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0); + matProj = MatrixPerspective(camera.fovy*RL_DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0); } else if (camera.type == CAMERA_ORTHOGRAPHIC) { @@ -1275,7 +1275,7 @@ Vector2 GetWorldToScreen(Vector3 position, Camera camera) if (camera.type == CAMERA_PERSPECTIVE) { // Calculate projection matrix from perspective - matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0); + matProj = MatrixPerspective(camera.fovy*RL_DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0); } else if (camera.type == CAMERA_ORTHOGRAPHIC) { diff --git a/src/easings.h b/src/easings.h index 9ad27313b..32d9cc765 100644 --- a/src/easings.h +++ b/src/easings.h @@ -103,9 +103,9 @@ EASEDEF float EaseLinearOut(float t, float b, float c, float d) { return (c*t/d EASEDEF float EaseLinearInOut(float t,float b, float c, float d) { return (c*t/d + b); } // Sine Easing functions -EASEDEF float EaseSineIn(float t, float b, float c, float d) { return (-c*cos(t/d*(PI/2)) + c + b); } -EASEDEF float EaseSineOut(float t, float b, float c, float d) { return (c*sin(t/d*(PI/2)) + b); } -EASEDEF float EaseSineInOut(float t, float b, float c, float d) { return (-c/2*(cos(PI*t/d) - 1) + b); } +EASEDEF float EaseSineIn(float t, float b, float c, float d) { return (-c*cos(t/d*(RL_PI/2)) + c + b); } +EASEDEF float EaseSineOut(float t, float b, float c, float d) { return (c*sin(t/d*(RL_PI/2)) + b); } +EASEDEF float EaseSineInOut(float t, float b, float c, float d) { return (-c/2*(cos(RL_PI*t/d) - 1) + b); } // Circular Easing functions EASEDEF float EaseCircIn(float t, float b, float c, float d) { return (-c*(sqrt(1 - (t/=d)*t) - 1) + b); } @@ -211,7 +211,7 @@ EASEDEF float EaseElasticIn(float t, float b, float c, float d) float s = p/4; float postFix = a*pow(2, 10*(t-=1)); - return (-(postFix*sin((t*d-s)*(2*PI)/p )) + b); + return (-(postFix*sin((t*d-s)*(2*RL_PI)/p )) + b); } EASEDEF float EaseElasticOut(float t, float b, float c, float d) @@ -223,7 +223,7 @@ EASEDEF float EaseElasticOut(float t, float b, float c, float d) float a = c; float s = p/4; - return (a*pow(2,-10*t)*sin((t*d-s)*(2*PI)/p) + c + b); + return (a*pow(2,-10*t)*sin((t*d-s)*(2*RL_PI)/p) + c + b); } EASEDEF float EaseElasticInOut(float t, float b, float c, float d) @@ -238,12 +238,12 @@ EASEDEF float EaseElasticInOut(float t, float b, float c, float d) if (t < 1) { float postFix = a*pow(2, 10*(t-=1)); - return -0.5f*(postFix*sin((t*d-s)*(2*PI)/p)) + b; + return -0.5f*(postFix*sin((t*d-s)*(2*RL_PI)/p)) + b; } float postFix = a*pow(2, -10*(t-=1)); - return (postFix*sin((t*d-s)*(2*PI)/p)*0.5f + c + b); + return (postFix*sin((t*d-s)*(2*RL_PI)/p)*0.5f + c + b); } #ifdef __cplusplus diff --git a/src/external/dr_mp3.h b/src/external/dr_mp3.h index 070f0c15c..a08a19320 100644 --- a/src/external/dr_mp3.h +++ b/src/external/dr_mp3.h @@ -1536,7 +1536,7 @@ static void drmp3d_DCT_II(float *grbuf, int n) x6 = DRMP3_VMUL_S(DRMP3_VADD(x6, x7), 0.70710677f); x7 = DRMP3_VADD(x7, xt); x3 = DRMP3_VMUL_S(DRMP3_VADD(x3, x4), 0.70710677f); - x5 = DRMP3_VSUB(x5, DRMP3_VMUL_S(x7, 0.198912367f)); /* rotate by PI/8 */ + x5 = DRMP3_VSUB(x5, DRMP3_VMUL_S(x7, 0.198912367f)); /* rotate by RL_PI/8 */ x7 = DRMP3_VADD(x7, DRMP3_VMUL_S(x5, 0.382683432f)); x5 = DRMP3_VSUB(x5, DRMP3_VMUL_S(x7, 0.198912367f)); x0 = DRMP3_VSUB(xt, x6); xt = DRMP3_VADD(xt, x6); @@ -1622,7 +1622,7 @@ static void drmp3d_DCT_II(float *grbuf, int n) x6 = (x6 + x7)*0.70710677f; x7 = x7 + xt; x3 = (x3 + x4)*0.70710677f; - x5 -= x7*0.198912367f; /* rotate by PI/8 */ + x5 -= x7*0.198912367f; /* rotate by RL_PI/8 */ x7 += x5*0.382683432f; x5 -= x7*0.198912367f; x0 = xt - x6; xt += x6; diff --git a/src/gestures.h b/src/gestures.h index a4546eb1b..82cb21ad2 100644 --- a/src/gestures.h +++ b/src/gestures.h @@ -46,8 +46,8 @@ #ifndef GESTURES_H #define GESTURES_H -#ifndef PI - #define PI 3.14159265358979323846 +#ifndef RL_PI + #define RL_PI 3.14159265358979323846 #endif //---------------------------------------------------------------------------------- @@ -493,7 +493,7 @@ float GetGesturePinchAngle(void) // Returns angle from two-points vector with X-axis static float Vector2Angle(Vector2 v1, Vector2 v2) { - float angle = atan2f(v2.y - v1.y, v2.x - v1.x)*(180.0f/PI); + float angle = atan2f(v2.y - v1.y, v2.x - v1.x)*(180.0f/RL_PI); if (angle < 0) angle += 360.0f; diff --git a/src/models.c b/src/models.c index 4efde3402..03998d18c 100644 --- a/src/models.c +++ b/src/models.c @@ -124,8 +124,8 @@ void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rota { rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex3f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius, 0.0f); - rlVertex3f(sinf(DEG2RAD*(i + 10))*radius, cosf(DEG2RAD*(i + 10))*radius, 0.0f); + rlVertex3f(sinf(RL_DEG2RAD*i)*radius, cosf(RL_DEG2RAD*i)*radius, 0.0f); + rlVertex3f(sinf(RL_DEG2RAD*(i + 10))*radius, cosf(RL_DEG2RAD*(i + 10))*radius, 0.0f); } rlEnd(); rlPopMatrix(); @@ -360,25 +360,25 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color { for (int j = 0; j < slices; j++) { - rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)), - sinf(DEG2RAD*(270+(180/(rings + 1))*i)), - cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices))); - rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)), - sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))), - cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices))); - rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360/slices)), - sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))), - cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360/slices))); + rlVertex3f(cosf(RL_DEG2RAD*(270+(180/(rings + 1))*i))*sinf(RL_DEG2RAD*(j*360/slices)), + sinf(RL_DEG2RAD*(270+(180/(rings + 1))*i)), + cosf(RL_DEG2RAD*(270+(180/(rings + 1))*i))*cosf(RL_DEG2RAD*(j*360/slices))); + rlVertex3f(cosf(RL_DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(RL_DEG2RAD*((j+1)*360/slices)), + sinf(RL_DEG2RAD*(270+(180/(rings + 1))*(i+1))), + cosf(RL_DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(RL_DEG2RAD*((j+1)*360/slices))); + rlVertex3f(cosf(RL_DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(RL_DEG2RAD*(j*360/slices)), + sinf(RL_DEG2RAD*(270+(180/(rings + 1))*(i+1))), + cosf(RL_DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(RL_DEG2RAD*(j*360/slices))); - rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)), - sinf(DEG2RAD*(270+(180/(rings + 1))*i)), - cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices))); - rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*sinf(DEG2RAD*((j+1)*360/slices)), - sinf(DEG2RAD*(270+(180/(rings + 1))*(i))), - cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*cosf(DEG2RAD*((j+1)*360/slices))); - rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)), - sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))), - cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices))); + rlVertex3f(cosf(RL_DEG2RAD*(270+(180/(rings + 1))*i))*sinf(RL_DEG2RAD*(j*360/slices)), + sinf(RL_DEG2RAD*(270+(180/(rings + 1))*i)), + cosf(RL_DEG2RAD*(270+(180/(rings + 1))*i))*cosf(RL_DEG2RAD*(j*360/slices))); + rlVertex3f(cosf(RL_DEG2RAD*(270+(180/(rings + 1))*(i)))*sinf(RL_DEG2RAD*((j+1)*360/slices)), + sinf(RL_DEG2RAD*(270+(180/(rings + 1))*(i))), + cosf(RL_DEG2RAD*(270+(180/(rings + 1))*(i)))*cosf(RL_DEG2RAD*((j+1)*360/slices))); + rlVertex3f(cosf(RL_DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(RL_DEG2RAD*((j+1)*360/slices)), + sinf(RL_DEG2RAD*(270+(180/(rings + 1))*(i+1))), + cosf(RL_DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(RL_DEG2RAD*((j+1)*360/slices))); } } rlEnd(); @@ -400,26 +400,26 @@ void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Col { for (int j = 0; j < slices; j++) { - rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)), - sinf(DEG2RAD*(270+(180/(rings + 1))*i)), - cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices))); - rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)), - sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))), - cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices))); + rlVertex3f(cosf(RL_DEG2RAD*(270+(180/(rings + 1))*i))*sinf(RL_DEG2RAD*(j*360/slices)), + sinf(RL_DEG2RAD*(270+(180/(rings + 1))*i)), + cosf(RL_DEG2RAD*(270+(180/(rings + 1))*i))*cosf(RL_DEG2RAD*(j*360/slices))); + rlVertex3f(cosf(RL_DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(RL_DEG2RAD*((j+1)*360/slices)), + sinf(RL_DEG2RAD*(270+(180/(rings + 1))*(i+1))), + cosf(RL_DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(RL_DEG2RAD*((j+1)*360/slices))); - rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)), - sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))), - cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices))); - rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360/slices)), - sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))), - cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360/slices))); + rlVertex3f(cosf(RL_DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(RL_DEG2RAD*((j+1)*360/slices)), + sinf(RL_DEG2RAD*(270+(180/(rings + 1))*(i+1))), + cosf(RL_DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(RL_DEG2RAD*((j+1)*360/slices))); + rlVertex3f(cosf(RL_DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(RL_DEG2RAD*(j*360/slices)), + sinf(RL_DEG2RAD*(270+(180/(rings + 1))*(i+1))), + cosf(RL_DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(RL_DEG2RAD*(j*360/slices))); - rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360/slices)), - sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))), - cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360/slices))); - rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)), - sinf(DEG2RAD*(270+(180/(rings + 1))*i)), - cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices))); + rlVertex3f(cosf(RL_DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(RL_DEG2RAD*(j*360/slices)), + sinf(RL_DEG2RAD*(270+(180/(rings + 1))*(i+1))), + cosf(RL_DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(RL_DEG2RAD*(j*360/slices))); + rlVertex3f(cosf(RL_DEG2RAD*(270+(180/(rings + 1))*i))*sinf(RL_DEG2RAD*(j*360/slices)), + sinf(RL_DEG2RAD*(270+(180/(rings + 1))*i)), + cosf(RL_DEG2RAD*(270+(180/(rings + 1))*i))*cosf(RL_DEG2RAD*(j*360/slices))); } } rlEnd(); @@ -443,21 +443,21 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h // Draw Body ------------------------------------------------------------------------------------- for (int i = 0; i < 360; i += 360/sides) { - rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); //Bottom Left - rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360/sides))*radiusBottom); //Bottom Right - rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360/sides))*radiusTop); //Top Right + rlVertex3f(sinf(RL_DEG2RAD*i)*radiusBottom, 0, cosf(RL_DEG2RAD*i)*radiusBottom); //Bottom Left + rlVertex3f(sinf(RL_DEG2RAD*(i + 360/sides))*radiusBottom, 0, cosf(RL_DEG2RAD*(i + 360/sides))*radiusBottom); //Bottom Right + rlVertex3f(sinf(RL_DEG2RAD*(i + 360/sides))*radiusTop, height, cosf(RL_DEG2RAD*(i + 360/sides))*radiusTop); //Top Right - rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop); //Top Left - rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); //Bottom Left - rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360/sides))*radiusTop); //Top Right + rlVertex3f(sinf(RL_DEG2RAD*i)*radiusTop, height, cosf(RL_DEG2RAD*i)*radiusTop); //Top Left + rlVertex3f(sinf(RL_DEG2RAD*i)*radiusBottom, 0, cosf(RL_DEG2RAD*i)*radiusBottom); //Bottom Left + rlVertex3f(sinf(RL_DEG2RAD*(i + 360/sides))*radiusTop, height, cosf(RL_DEG2RAD*(i + 360/sides))*radiusTop); //Top Right } // Draw Cap -------------------------------------------------------------------------------------- for (int i = 0; i < 360; i += 360/sides) { rlVertex3f(0, height, 0); - rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop); - rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360/sides))*radiusTop); + rlVertex3f(sinf(RL_DEG2RAD*i)*radiusTop, height, cosf(RL_DEG2RAD*i)*radiusTop); + rlVertex3f(sinf(RL_DEG2RAD*(i + 360/sides))*radiusTop, height, cosf(RL_DEG2RAD*(i + 360/sides))*radiusTop); } } else @@ -466,8 +466,8 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h for (int i = 0; i < 360; i += 360/sides) { rlVertex3f(0, height, 0); - rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); - rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360/sides))*radiusBottom); + rlVertex3f(sinf(RL_DEG2RAD*i)*radiusBottom, 0, cosf(RL_DEG2RAD*i)*radiusBottom); + rlVertex3f(sinf(RL_DEG2RAD*(i + 360/sides))*radiusBottom, 0, cosf(RL_DEG2RAD*(i + 360/sides))*radiusBottom); } } @@ -475,8 +475,8 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h for (int i = 0; i < 360; i += 360/sides) { rlVertex3f(0, 0, 0); - rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360/sides))*radiusBottom); - rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); + rlVertex3f(sinf(RL_DEG2RAD*(i + 360/sides))*radiusBottom, 0, cosf(RL_DEG2RAD*(i + 360/sides))*radiusBottom); + rlVertex3f(sinf(RL_DEG2RAD*i)*radiusBottom, 0, cosf(RL_DEG2RAD*i)*radiusBottom); } rlEnd(); rlPopMatrix(); @@ -496,17 +496,17 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl for (int i = 0; i < 360; i += 360/sides) { - rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); - rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360/sides))*radiusBottom); + rlVertex3f(sinf(RL_DEG2RAD*i)*radiusBottom, 0, cosf(RL_DEG2RAD*i)*radiusBottom); + rlVertex3f(sinf(RL_DEG2RAD*(i + 360/sides))*radiusBottom, 0, cosf(RL_DEG2RAD*(i + 360/sides))*radiusBottom); - rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360/sides))*radiusBottom); - rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360/sides))*radiusTop); + rlVertex3f(sinf(RL_DEG2RAD*(i + 360/sides))*radiusBottom, 0, cosf(RL_DEG2RAD*(i + 360/sides))*radiusBottom); + rlVertex3f(sinf(RL_DEG2RAD*(i + 360/sides))*radiusTop, height, cosf(RL_DEG2RAD*(i + 360/sides))*radiusTop); - rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360/sides))*radiusTop); - rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop); + rlVertex3f(sinf(RL_DEG2RAD*(i + 360/sides))*radiusTop, height, cosf(RL_DEG2RAD*(i + 360/sides))*radiusTop); + rlVertex3f(sinf(RL_DEG2RAD*i)*radiusTop, height, cosf(RL_DEG2RAD*i)*radiusTop); - rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop); - rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); + rlVertex3f(sinf(RL_DEG2RAD*i)*radiusTop, height, cosf(RL_DEG2RAD*i)*radiusTop); + rlVertex3f(sinf(RL_DEG2RAD*i)*radiusBottom, 0, cosf(RL_DEG2RAD*i)*radiusBottom); } rlEnd(); rlPopMatrix(); @@ -727,8 +727,8 @@ Mesh GenMeshPoly(int sides, float radius) for (int i = 0, v = 0; i < 360; i += 360/sides, v += 3) { vertices[v] = (Vector3){ 0.0f, 0.0f, 0.0f }; - vertices[v + 1] = (Vector3){ sinf(DEG2RAD*i)*radius, 0.0f, cosf(DEG2RAD*i)*radius }; - vertices[v + 2] = (Vector3){ sinf(DEG2RAD*(i + 360/sides))*radius, 0.0f, cosf(DEG2RAD*(i + 360/sides))*radius }; + vertices[v + 1] = (Vector3){ sinf(RL_DEG2RAD*i)*radius, 0.0f, cosf(RL_DEG2RAD*i)*radius }; + vertices[v + 2] = (Vector3){ sinf(RL_DEG2RAD*(i + 360/sides))*radius, 0.0f, cosf(RL_DEG2RAD*(i + 360/sides))*radius }; } // Normals definition @@ -878,7 +878,7 @@ Mesh GenMeshPlane(float width, float length, int resX, int resZ) par_shapes_mesh *plane = par_shapes_create_plane(resX, resZ); // No normals/texcoords generated!!! par_shapes_scale(plane, width, length, 1.0f); - par_shapes_rotate(plane, -PI/2.0f, (float[]){ 1, 0, 0 }); + par_shapes_rotate(plane, -RL_PI/2.0f, (float[]){ 1, 0, 0 }); par_shapes_translate(plane, -width/2, 0.0f, length/2); mesh.vertices = (float *)malloc(plane->ntriangles*3*3*sizeof(float)); @@ -1163,20 +1163,20 @@ Mesh GenMeshCylinder(float radius, float height, int slices) // Height and radius are both 1.0, but they can easily be changed with par_shapes_scale par_shapes_mesh *cylinder = par_shapes_create_cylinder(slices, 8); par_shapes_scale(cylinder, radius, radius, height); - par_shapes_rotate(cylinder, -PI/2.0f, (float[]){ 1, 0, 0 }); + par_shapes_rotate(cylinder, -RL_PI/2.0f, (float[]){ 1, 0, 0 }); // Generate an orientable disk shape (top cap) par_shapes_mesh *capTop = par_shapes_create_disk(radius, slices, (float[]){ 0, 0, 0 }, (float[]){ 0, 0, 1 }); capTop->tcoords = PAR_MALLOC(float, 2*capTop->npoints); for (int i = 0; i < 2*capTop->npoints; i++) capTop->tcoords[i] = 0.0f; - par_shapes_rotate(capTop, -PI/2.0f, (float[]){ 1, 0, 0 }); + par_shapes_rotate(capTop, -RL_PI/2.0f, (float[]){ 1, 0, 0 }); par_shapes_translate(capTop, 0, height, 0); // Generate an orientable disk shape (bottom cap) par_shapes_mesh *capBottom = par_shapes_create_disk(radius, slices, (float[]){ 0, 0, 0 }, (float[]){ 0, 0, -1 }); capBottom->tcoords = PAR_MALLOC(float, 2*capBottom->npoints); for (int i = 0; i < 2*capBottom->npoints; i++) capBottom->tcoords[i] = 0.95f; - par_shapes_rotate(capBottom, PI/2.0f, (float[]){ 1, 0, 0 }); + par_shapes_rotate(capBottom, RL_PI/2.0f, (float[]){ 1, 0, 0 }); par_shapes_merge_and_free(cylinder, capTop); par_shapes_merge_and_free(cylinder, capBottom); @@ -1824,7 +1824,7 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota // Calculate transformation matrix from function parameters // Get transform matrix (rotation -> scale -> translation) Matrix matScale = MatrixScale(scale.x, scale.y, scale.z); - Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD); + Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*RL_DEG2RAD); Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z); Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation); diff --git a/src/raylib.h b/src/raylib.h index 430e66dbf..fab35a7d7 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -84,12 +84,12 @@ //---------------------------------------------------------------------------------- // Some basic Defines //---------------------------------------------------------------------------------- -#ifndef PI - #define PI 3.14159265358979323846f +#ifndef RL_PI + #define RL_PI 3.14159265358979323846f #endif -#define DEG2RAD (PI/180.0f) -#define RAD2DEG (180.0f/PI) +#define RL_DEG2RAD (RL_PI/180.0f) +#define RL_RAD2DEG (180.0f/RL_PI) #define MAX_TOUCH_POINTS 10 // Maximum number of touch points supported diff --git a/src/raymath.h b/src/raymath.h index 42a45ad6c..e8197ee1b 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -74,16 +74,16 @@ //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- -#ifndef PI - #define PI 3.14159265358979323846 +#ifndef RL_PI + #define RL_PI 3.14159265358979323846 #endif -#ifndef DEG2RAD - #define DEG2RAD (PI/180.0f) +#ifndef RL_DEG2RAD + #define RL_DEG2RAD (RL_PI/180.0f) #endif -#ifndef RAD2DEG - #define RAD2DEG (180.0f/PI) +#ifndef RL_RAD2DEG + #define RL_RAD2DEG (180.0f/RL_PI) #endif // Return float vector for Matrix @@ -210,7 +210,7 @@ RMDEF float Vector2Distance(Vector2 v1, Vector2 v2) // 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); + float result = atan2f(v2.y - v1.y, v2.x - v1.x)*(180.0f/RL_PI); if (result < 0) result += 360.0f; return result; } @@ -1346,18 +1346,18 @@ RMDEF Vector3 QuaternionToEuler(Quaternion q) // 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; + result.x = atan2f(x0, x1)*RL_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; + result.y = asinf(y0)*RL_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; + result.z = atan2f(z0, z1)*RL_RAD2DEG; return result; } diff --git a/src/rlgl.h b/src/rlgl.h index e1b9a98b7..717fb1b8c 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -1004,7 +1004,7 @@ void rlRotatef(float angleDeg, float x, float y, float z) Matrix matRotation = MatrixIdentity(); Vector3 axis = (Vector3){ x, y, z }; - matRotation = MatrixRotate(Vector3Normalize(axis), angleDeg*DEG2RAD); + matRotation = MatrixRotate(Vector3Normalize(axis), angleDeg*RL_DEG2RAD); // NOTE: We transpose matrix with multiplication order *currentMatrix = MatrixMultiply(matRotation, *currentMatrix); @@ -3010,7 +3010,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size) glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Create projection (transposed) and different views for each face - Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0); + Matrix fboProjection = MatrixPerspective(90.0*RL_DEG2RAD, 1.0, 0.01, 1000.0); //MatrixTranspose(&fboProjection); Matrix fboViews[6] = { MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), @@ -3083,7 +3083,7 @@ Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size) glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Create projection (transposed) and different views for each face - Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0); + Matrix fboProjection = MatrixPerspective(90.0*RL_DEG2RAD, 1.0, 0.01, 1000.0); //MatrixTranspose(&fboProjection); Matrix fboViews[6] = { MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), @@ -3160,7 +3160,7 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size) glGenerateMipmap(GL_TEXTURE_CUBE_MAP); // Create projection (transposed) and different views for each face - Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0); + Matrix fboProjection = MatrixPerspective(90.0*RL_DEG2RAD, 1.0, 0.01, 1000.0); //MatrixTranspose(&fboProjection); Matrix fboViews[6] = { MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), diff --git a/src/shapes.c b/src/shapes.c index 808085264..38c81e9fe 100644 --- a/src/shapes.c +++ b/src/shapes.c @@ -131,7 +131,7 @@ void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color) rlPushMatrix(); rlTranslatef((float)startPos.x, (float)startPos.y, 0); - rlRotatef(RAD2DEG*angle, 0, 0, 1); + rlRotatef(RL_RAD2DEG*angle, 0, 0, 1); rlTranslatef(0, (thick > 1.0f) ? -thick/2.0f : -1.0f, 0); rlBegin(RL_QUADS); @@ -194,9 +194,9 @@ void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Co rlColor4ub(color1.r, color1.g, color1.b, color1.a); rlVertex2i(centerX, centerY); rlColor4ub(color2.r, color2.g, color2.b, color2.a); - rlVertex2f(centerX + sinf(DEG2RAD*i)*radius, centerY + cosf(DEG2RAD*i)*radius); + rlVertex2f(centerX + sinf(RL_DEG2RAD*i)*radius, centerY + cosf(RL_DEG2RAD*i)*radius); rlColor4ub(color2.r, color2.g, color2.b, color2.a); - rlVertex2f(centerX + sinf(DEG2RAD*(i + 10))*radius, centerY + cosf(DEG2RAD*(i + 10))*radius); + rlVertex2f(centerX + sinf(RL_DEG2RAD*(i + 10))*radius, centerY + cosf(RL_DEG2RAD*(i + 10))*radius); } rlEnd(); } @@ -219,13 +219,13 @@ void DrawCircleV(Vector2 center, float radius, Color color) rlVertex2f(center.x, center.y); rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height); - rlVertex2f(center.x + sinf(DEG2RAD*i)*radius, center.y + cosf(DEG2RAD*i)*radius); + rlVertex2f(center.x + sinf(RL_DEG2RAD*i)*radius, center.y + cosf(RL_DEG2RAD*i)*radius); rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height); - rlVertex2f(center.x + sinf(DEG2RAD*(i + 10))*radius, center.y + cosf(DEG2RAD*(i + 10))*radius); + rlVertex2f(center.x + sinf(RL_DEG2RAD*(i + 10))*radius, center.y + cosf(RL_DEG2RAD*(i + 10))*radius); rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height); - rlVertex2f(center.x + sinf(DEG2RAD*(i + 20))*radius, center.y + cosf(DEG2RAD*(i + 20))*radius); + rlVertex2f(center.x + sinf(RL_DEG2RAD*(i + 20))*radius, center.y + cosf(RL_DEG2RAD*(i + 20))*radius); } rlEnd(); @@ -239,8 +239,8 @@ void DrawCircleV(Vector2 center, float radius, Color color) rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2f(center.x, center.y); - rlVertex2f(center.x + sinf(DEG2RAD*i)*radius, center.y + cosf(DEG2RAD*i)*radius); - rlVertex2f(center.x + sinf(DEG2RAD*(i + 10))*radius, center.y + cosf(DEG2RAD*(i + 10))*radius); + rlVertex2f(center.x + sinf(RL_DEG2RAD*i)*radius, center.y + cosf(RL_DEG2RAD*i)*radius); + rlVertex2f(center.x + sinf(RL_DEG2RAD*(i + 10))*radius, center.y + cosf(RL_DEG2RAD*(i + 10))*radius); } rlEnd(); #endif @@ -257,8 +257,8 @@ void DrawCircleLines(int centerX, int centerY, float radius, Color color) // NOTE: Circle outline is drawn pixel by pixel every degree (0 to 360) for (int i = 0; i < 360; i += 10) { - rlVertex2f(centerX + sinf(DEG2RAD*i)*radius, centerY + cosf(DEG2RAD*i)*radius); - rlVertex2f(centerX + sinf(DEG2RAD*(i + 10))*radius, centerY + cosf(DEG2RAD*(i + 10))*radius); + rlVertex2f(centerX + sinf(RL_DEG2RAD*i)*radius, centerY + cosf(RL_DEG2RAD*i)*radius); + rlVertex2f(centerX + sinf(RL_DEG2RAD*(i + 10))*radius, centerY + cosf(RL_DEG2RAD*(i + 10))*radius); } rlEnd(); } @@ -458,13 +458,13 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col rlVertex2f(0, 0); rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height); - rlVertex2f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius); + rlVertex2f(sinf(RL_DEG2RAD*i)*radius, cosf(RL_DEG2RAD*i)*radius); rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height); - rlVertex2f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius); + rlVertex2f(sinf(RL_DEG2RAD*i)*radius, cosf(RL_DEG2RAD*i)*radius); rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height); - rlVertex2f(sinf(DEG2RAD*(i + 360/sides))*radius, cosf(DEG2RAD*(i + 360/sides))*radius); + rlVertex2f(sinf(RL_DEG2RAD*(i + 360/sides))*radius, cosf(RL_DEG2RAD*(i + 360/sides))*radius); } rlEnd(); rlDisableTexture(); @@ -475,8 +475,8 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2f(0, 0); - rlVertex2f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius); - rlVertex2f(sinf(DEG2RAD*(i + 360/sides))*radius, cosf(DEG2RAD*(i + 360/sides))*radius); + rlVertex2f(sinf(RL_DEG2RAD*i)*radius, cosf(RL_DEG2RAD*i)*radius); + rlVertex2f(sinf(RL_DEG2RAD*(i + 360/sides))*radius, cosf(RL_DEG2RAD*(i + 360/sides))*radius); } rlEnd(); #endif