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.

This commit is contained in:
Lam Wei Lun 2026-03-02 00:39:30 +08:00
parent d06d959de3
commit be1f2a36cb
2 changed files with 369 additions and 368 deletions

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

349
src/raymath_cpp_addon.h Normal file
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@ -0,0 +1,349 @@
/**********************************************************************************************
*
* raymath_addon.h - C++ Operator Overloads for raymath
*
* This file contains C++ specific operator overloads for raymath types.
* It is automatically included by raymath.h when compiling as C++.
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2015-2026 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#ifndef RAYMATH_ADDON_H
#define RAYMATH_ADDON_H
#if defined(__cplusplus) && !defined(RAYMATH_DISABLE_CPP_OPERATORS)
#include "raymath.h"
// Optional C++ math operators
//-------------------------------------------------------------------------------
// Vector2 operators
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 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 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 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 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 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 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 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);
}
// Vector3 operators
RMAPI Vector3 Vector3Zeros = {0, 0, 0};
RMAPI Vector3 Vector3Ones = {1, 1, 1};
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 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 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 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 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 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 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 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);
}
// 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 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 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 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 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 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 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 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 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 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 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;
}
// 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 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 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 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 const Matrix &operator*=(Matrix &lhs, const float value) {
lhs = MatrixMultiplyValue(lhs, value);
return lhs;
}
//-------------------------------------------------------------------------------
#endif // C++ operators
#endif // RAYMATH_ADDON_H