Update to raylib 4.2/zig 9.1
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8 changed files with 81 additions and 44 deletions
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@ -12,6 +12,8 @@ pub extern fn Clamp(value: f32, min: f32, max: f32) f32;
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pub extern fn Lerp(start: f32, end: f32, amount: f32) f32;
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pub extern fn Normalize(value: f32, start: f32, end: f32) f32;
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pub extern fn Remap(value: f32, inputStart: f32, inputEnd: f32, outputStart: f32, outputEnd: f32) f32;
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pub extern fn Wrap(value: f32, min: f32, max: f32) f32;
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pub extern fn FloatEquals(x: f32, y: f32) c_int;
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pub extern fn Vector2Zero() Vector2;
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pub extern fn Vector2One() Vector2;
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pub extern fn Vector2Add(v1: Vector2, v2: Vector2) Vector2;
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@ -34,6 +36,10 @@ pub extern fn Vector2Lerp(v1: Vector2, v2: Vector2, amount: f32) Vector2;
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pub extern fn Vector2Reflect(v: Vector2, normal: Vector2) Vector2;
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pub extern fn Vector2Rotate(v: Vector2, angle: f32) Vector2;
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pub extern fn Vector2MoveTowards(v: Vector2, target: Vector2, maxDistance: f32) Vector2;
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pub extern fn Vector2Invert(v: Vector2) Vector2;
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pub extern fn Vector2Clamp(v: Vector2, min: Vector2, max: Vector2) Vector2;
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pub extern fn Vector2ClampValue(v: Vector2, min: f32, max: f32) Vector2;
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pub extern fn Vector2Equals(p: Vector2, q: Vector2) c_int;
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pub extern fn Vector3Zero() Vector3;
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pub extern fn Vector3One() Vector3;
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pub extern fn Vector3Add(v1: Vector3, v2: Vector3) Vector3;
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@ -56,6 +62,7 @@ pub extern fn Vector3Normalize(v: Vector3) Vector3;
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pub extern fn Vector3OrthoNormalize(v1: [*c]Vector3, v2: [*c]Vector3) void;
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pub extern fn Vector3Transform(v: Vector3, mat: Matrix) Vector3;
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pub extern fn Vector3RotateByQuaternion(v: Vector3, q: Quaternion) Vector3;
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pub extern fn Vector3RotateByAxisAngle(v: Vector3, axis: Vector3, angle: f32) Vector3;
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pub extern fn Vector3Lerp(v1: Vector3, v2: Vector3, amount: f32) Vector3;
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pub extern fn Vector3Reflect(v: Vector3, normal: Vector3) Vector3;
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pub extern fn Vector3Min(v1: Vector3, v2: Vector3) Vector3;
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@ -63,11 +70,15 @@ pub extern fn Vector3Max(v1: Vector3, v2: Vector3) Vector3;
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pub extern fn Vector3Barycenter(p: Vector3, a: Vector3, b: Vector3, c: Vector3) Vector3;
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pub extern fn Vector3Unproject(source: Vector3, projection: Matrix, view: Matrix) Vector3;
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pub extern fn Vector3ToFloatV(v: Vector3) float3;
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pub extern fn Vector3Invert(v: Vector3) Vector3;
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pub extern fn Vector3Clamp(v: Vector3, min: Vector3, max: Vector3) Vector3;
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pub extern fn Vector3ClampValue(v: Vector3, min: f32, max: f32) Vector3;
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pub extern fn Vector3Equals(p: Vector3, q: Vector3) c_int;
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pub extern fn Vector3Refract(v: Vector3, n: Vector3, r: f32) Vector3;
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pub extern fn MatrixDeterminant(mat: Matrix) f32;
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pub extern fn MatrixTrace(mat: Matrix) f32;
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pub extern fn MatrixTranspose(mat: Matrix) Matrix;
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pub extern fn MatrixInvert(mat: Matrix) Matrix;
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pub extern fn MatrixNormalize(mat: Matrix) Matrix;
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pub extern fn MatrixIdentity() Matrix;
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pub extern fn MatrixAdd(left: Matrix, right: Matrix) Matrix;
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pub extern fn MatrixSubtract(left: Matrix, right: Matrix) Matrix;
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@ -77,8 +88,8 @@ pub extern fn MatrixRotate(axis: Vector3, angle: f32) Matrix;
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pub extern fn MatrixRotateX(angle: f32) Matrix;
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pub extern fn MatrixRotateY(angle: f32) Matrix;
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pub extern fn MatrixRotateZ(angle: f32) Matrix;
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pub extern fn MatrixRotateXYZ(ang: Vector3) Matrix;
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pub extern fn MatrixRotateZYX(ang: Vector3) Matrix;
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pub extern fn MatrixRotateXYZ(angle: Vector3) Matrix;
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pub extern fn MatrixRotateZYX(angle: Vector3) Matrix;
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pub extern fn MatrixScale(x: f32, y: f32, z: f32) Matrix;
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pub extern fn MatrixFrustum(left: f64, right: f64, bottom: f64, top: f64, near: f64, far: f64) Matrix;
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pub extern fn MatrixPerspective(fovy: f64, aspect: f64, near: f64, far: f64) Matrix;
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@ -107,5 +118,6 @@ pub extern fn QuaternionToAxisAngle(q: Quaternion, outAxis: [*c]Vector3, outAngl
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pub extern fn QuaternionFromEuler(pitch: f32, yaw: f32, roll: f32) Quaternion;
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pub extern fn QuaternionToEuler(q: Quaternion) Vector3;
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pub extern fn QuaternionTransform(q: Quaternion, mat: Matrix) Quaternion;
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pub extern fn QuaternionEquals(p: Quaternion, q: Quaternion) c_int;
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