Have raylib do the same kind of math structure checks that raymath does so they are not order dependent.

This commit is contained in:
Jeffery Myers 2026-03-28 16:10:44 -07:00
parent 5fad835ff1
commit f2ba735a40

View File

@ -163,11 +163,6 @@
// this defines are useful for internal check and avoid type (re)definitions
#define RL_COLOR_TYPE
#define RL_RECTANGLE_TYPE
#define RL_VECTOR2_TYPE
#define RL_VECTOR3_TYPE
#define RL_VECTOR4_TYPE
#define RL_QUATERNION_TYPE
#define RL_MATRIX_TYPE
// Some Basic Colors
// NOTE: Custom raylib color palette for amazing visuals on WHITE background
@ -210,37 +205,52 @@
#define RL_BOOL_TYPE
#endif
// Vector2, 2 components
typedef struct Vector2 {
float x; // Vector x component
float y; // Vector y component
} Vector2;
#if !defined(RL_VECTOR2_TYPE)
// Vector2 type
typedef struct Vector2 {
float x;
float y;
} Vector2;
#define RL_VECTOR2_TYPE
#endif
// Vector3, 3 components
typedef struct Vector3 {
float x; // Vector x component
float y; // Vector y component
float z; // Vector z component
} Vector3;
#if !defined(RL_VECTOR3_TYPE)
// Vector3 type
typedef struct Vector3 {
float x;
float y;
float z;
} Vector3;
#define RL_VECTOR3_TYPE
#endif
// Vector4, 4 components
typedef struct Vector4 {
float x; // Vector x component
float y; // Vector y component
float z; // Vector z component
float w; // Vector w component
} Vector4;
#if !defined(RL_VECTOR4_TYPE)
// Vector4 type
typedef struct Vector4 {
float x;
float y;
float z;
float w;
} Vector4;
#define RL_VECTOR4_TYPE
#endif
// Quaternion, 4 components (Vector4 alias)
typedef Vector4 Quaternion;
#if !defined(RL_QUATERNION_TYPE)
// Quaternion type
typedef Vector4 Quaternion;
#define RL_QUATERNION_TYPE
#endif
// Matrix, 4x4 components, column major, OpenGL style, right-handed
typedef struct Matrix {
float m0, m4, m8, m12; // Matrix first row (4 components)
float m1, m5, m9, m13; // Matrix second row (4 components)
float m2, m6, m10, m14; // Matrix third row (4 components)
float m3, m7, m11, m15; // Matrix fourth row (4 components)
} Matrix;
#if !defined(RL_MATRIX_TYPE)
// Matrix type (OpenGL style 4x4 - right handed, column major)
typedef struct Matrix {
float m0, m4, m8, m12; // Matrix first row (4 components)
float m1, m5, m9, m13; // Matrix second row (4 components)
float m2, m6, m10, m14; // Matrix third row (4 components)
float m3, m7, m11, m15; // Matrix fourth row (4 components)
} Matrix;
#define RL_MATRIX_TYPE
#endif
// Color, 4 components, R8G8B8A8 (32bit)
typedef struct Color {