Have raylib do the same kind of math structure checks that raymath does so they are not order dependent.
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src/raylib.h
48
src/raylib.h
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@ -163,11 +163,6 @@
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// this defines are useful for internal check and avoid type (re)definitions
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#define RL_COLOR_TYPE
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#define RL_RECTANGLE_TYPE
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#define RL_VECTOR2_TYPE
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#define RL_VECTOR3_TYPE
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#define RL_VECTOR4_TYPE
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#define RL_QUATERNION_TYPE
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#define RL_MATRIX_TYPE
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// Some Basic Colors
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// NOTE: Custom raylib color palette for amazing visuals on WHITE background
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@ -210,37 +205,52 @@
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#define RL_BOOL_TYPE
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#endif
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// Vector2, 2 components
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#if !defined(RL_VECTOR2_TYPE)
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// Vector2 type
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typedef struct Vector2 {
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float x; // Vector x component
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float y; // Vector y component
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float x;
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float y;
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} Vector2;
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#define RL_VECTOR2_TYPE
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#endif
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// Vector3, 3 components
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#if !defined(RL_VECTOR3_TYPE)
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// Vector3 type
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typedef struct Vector3 {
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float x; // Vector x component
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float y; // Vector y component
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float z; // Vector z component
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float x;
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float y;
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float z;
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} Vector3;
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#define RL_VECTOR3_TYPE
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#endif
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// Vector4, 4 components
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#if !defined(RL_VECTOR4_TYPE)
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// Vector4 type
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typedef struct Vector4 {
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float x; // Vector x component
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float y; // Vector y component
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float z; // Vector z component
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float w; // Vector w component
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float x;
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float y;
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float z;
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float w;
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} Vector4;
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#define RL_VECTOR4_TYPE
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#endif
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// Quaternion, 4 components (Vector4 alias)
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#if !defined(RL_QUATERNION_TYPE)
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// Quaternion type
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typedef Vector4 Quaternion;
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#define RL_QUATERNION_TYPE
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#endif
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// Matrix, 4x4 components, column major, OpenGL style, right-handed
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#if !defined(RL_MATRIX_TYPE)
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// Matrix type (OpenGL style 4x4 - right handed, column major)
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typedef struct Matrix {
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float m0, m4, m8, m12; // Matrix first row (4 components)
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float m1, m5, m9, m13; // Matrix second row (4 components)
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float m2, m6, m10, m14; // Matrix third row (4 components)
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float m3, m7, m11, m15; // Matrix fourth row (4 components)
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} Matrix;
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#define RL_MATRIX_TYPE
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#endif
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// Color, 4 components, R8G8B8A8 (32bit)
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typedef struct Color {
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