Bump to Zig 0.12/raylib 5.1-dev (#81)
* Update to Zig 0.12.0 and raylib 5.1-dev * More build.zig fixes for 0.12 * Get module with target and optimization * Add examples to build step when compiling for emscripten * Remove unused function * Add build.* and emcc.zig to the zon paths (#83) As per some info found through https://github.com/ziglang/zig/issues/18282, this is apparently necessary to use this library as a dependency. Co-authored-by: Drum Ogilvie <me@daogilvie.com> * Update binding
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17 changed files with 1161 additions and 327 deletions
112
lib/raymath.zig
112
lib/raymath.zig
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@ -130,6 +130,14 @@ pub fn vector2Reflect(v: Vector2, normal: Vector2) Vector2 {
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return cdef.Vector2Reflect(v, normal);
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}
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pub fn vector2Min(v1: Vector2, v2: Vector2) Vector2 {
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return cdef.Vector2Min(v1, v2);
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}
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pub fn vector2Max(v1: Vector2, v2: Vector2) Vector2 {
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return cdef.Vector2Max(v1, v2);
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}
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pub fn vector2Rotate(v: Vector2, angle: f32) Vector2 {
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return cdef.Vector2Rotate(v, angle);
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}
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@ -154,6 +162,10 @@ pub fn vector2Equals(p: Vector2, q: Vector2) i32 {
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return @as(i32, cdef.Vector2Equals(p, q));
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}
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pub fn vector2Refract(v: Vector2, n: Vector2, r: f32) Vector2 {
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return cdef.Vector2Refract(v, n, r);
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}
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pub fn vector3Zero() Vector3 {
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return cdef.Vector3Zero();
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}
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@ -254,10 +266,18 @@ pub fn vector3RotateByAxisAngle(v: Vector3, axis: Vector3, angle: f32) Vector3 {
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return cdef.Vector3RotateByAxisAngle(v, axis, angle);
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}
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pub fn vector3MoveTowards(v: Vector3, target: Vector3, maxDistance: f32) Vector3 {
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return cdef.Vector3MoveTowards(v, target, maxDistance);
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}
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pub fn vector3Lerp(v1: Vector3, v2: Vector3, amount: f32) Vector3 {
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return cdef.Vector3Lerp(v1, v2, amount);
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}
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pub fn vector3CubicHermite(v1: Vector3, tangent1: Vector3, v2: Vector3, tangent2: Vector3, amount: f32) Vector3 {
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return cdef.Vector3CubicHermite(v1, tangent1, v2, tangent2, amount);
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}
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pub fn vector3Reflect(v: Vector3, normal: Vector3) Vector3 {
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return cdef.Vector3Reflect(v, normal);
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}
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@ -302,6 +322,94 @@ pub fn vector3Refract(v: Vector3, n: Vector3, r: f32) Vector3 {
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return cdef.Vector3Refract(v, n, r);
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}
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pub fn vector4Zero() Vector4 {
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return cdef.Vector4Zero();
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}
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pub fn vector4One() Vector4 {
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return cdef.Vector4One();
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}
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pub fn vector4Add(v1: Vector4, v2: Vector4) Vector4 {
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return cdef.Vector4Add(v1, v2);
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}
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pub fn vector4AddValue(v: Vector4, add: f32) Vector4 {
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return cdef.Vector4AddValue(v, add);
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}
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pub fn vector4Subtract(v1: Vector4, v2: Vector4) Vector4 {
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return cdef.Vector4Subtract(v1, v2);
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}
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pub fn vector4SubtractValue(v: Vector4, add: f32) Vector4 {
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return cdef.Vector4SubtractValue(v, add);
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}
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pub fn vector4Length(v: Vector4) f32 {
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return cdef.Vector4Length(v);
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}
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pub fn vector4LengthSqr(v: Vector4) f32 {
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return cdef.Vector4LengthSqr(v);
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}
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pub fn vector4DotProduct(v1: Vector4, v2: Vector4) f32 {
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return cdef.Vector4DotProduct(v1, v2);
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}
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pub fn vector4Distance(v1: Vector4, v2: Vector4) f32 {
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return cdef.Vector4Distance(v1, v2);
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}
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pub fn vector4DistanceSqr(v1: Vector4, v2: Vector4) f32 {
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return cdef.Vector4DistanceSqr(v1, v2);
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}
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pub fn vector4Scale(v: Vector4, scale: f32) Vector4 {
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return cdef.Vector4Scale(v, scale);
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}
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pub fn vector4Multiply(v1: Vector4, v2: Vector4) Vector4 {
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return cdef.Vector4Multiply(v1, v2);
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}
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pub fn vector4Negate(v: Vector4) Vector4 {
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return cdef.Vector4Negate(v);
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}
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pub fn vector4Divide(v1: Vector4, v2: Vector4) Vector4 {
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return cdef.Vector4Divide(v1, v2);
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}
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pub fn vector4Normalize(v: Vector4) Vector4 {
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return cdef.Vector4Normalize(v);
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}
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pub fn vector4Min(v1: Vector4, v2: Vector4) Vector4 {
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return cdef.Vector4Min(v1, v2);
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}
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pub fn vector4Max(v1: Vector4, v2: Vector4) Vector4 {
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return cdef.Vector4Max(v1, v2);
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}
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pub fn vector4Lerp(v1: Vector4, v2: Vector4, amount: f32) Vector4 {
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return cdef.Vector4Lerp(v1, v2, amount);
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}
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pub fn vector4MoveTowards(v: Vector4, target: Vector4, maxDistance: f32) Vector4 {
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return cdef.Vector4MoveTowards(v, target, maxDistance);
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}
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pub fn vector4Invert(v: Vector4) Vector4 {
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return cdef.Vector4Invert(v);
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}
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pub fn vector4Equals(p: Vector4, q: Vector4) i32 {
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return @as(i32, cdef.Vector4Equals(p, q));
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}
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pub fn matrixDeterminant(mat: Matrix) f32 {
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return cdef.MatrixDeterminant(mat);
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}
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@ -442,6 +550,10 @@ pub fn quaternionSlerp(q1: Quaternion, q2: Quaternion, amount: f32) Quaternion {
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return cdef.QuaternionSlerp(q1, q2, amount);
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}
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pub fn quaternionCubicHermiteSpline(q1: Quaternion, outTangent1: Quaternion, q2: Quaternion, inTangent2: Quaternion, t: f32) Quaternion {
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return cdef.QuaternionCubicHermiteSpline(q1, outTangent1, q2, inTangent2, t);
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}
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pub fn quaternionFromVector3ToVector3(from: Vector3, to: Vector3) Quaternion {
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return cdef.QuaternionFromVector3ToVector3(from, to);
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}
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