Updated raylib-cpp header files

This commit is contained in:
2025-09-08 22:06:21 -04:00
parent a0a658ca8a
commit fff611cc72
45 changed files with 2533 additions and 2382 deletions

View File

@@ -1,8 +1,8 @@
#ifndef RAYLIB_CPP_INCLUDE_MATRIX_HPP_
#define RAYLIB_CPP_INCLUDE_MATRIX_HPP_
#include "./raylib.hpp"
#include "./raylib-cpp-utils.hpp"
#include "./raylib.hpp"
#include "./raymath.hpp"
#ifndef RAYLIB_CPP_NO_MATH
@@ -14,25 +14,30 @@ namespace raylib {
* Matrix type (OpenGL style 4x4 - right handed, column major)
*/
class Matrix : public ::Matrix {
public:
Matrix(const ::Matrix& mat) : ::Matrix{
mat.m0, mat.m4, mat.m8, mat.m12,
mat.m1, mat.m5, mat.m9, mat.m13,
mat.m2, mat.m6, mat.m10, mat.m14,
mat.m3, mat.m7, mat.m11, mat.m15} {
public:
Matrix(const ::Matrix& mat)
: ::Matrix(mat) {
// Nothing.
}
Matrix(
float m0 = 0, float m4 = 0, float m8 = 0, float m12 = 0,
float m1 = 0, float m5 = 0, float m9 = 0, float m13 = 0,
float m2 = 0, float m6 = 0, float m10 = 0, float m14 = 0,
float m3 = 0, float m7 = 0, float m11 = 0, float m15 = 0) :
::Matrix{
m0, m4, m8, m12,
m1, m5, m9, m13,
m2, m6, m10, m14,
m3, m7, m11, m15} {
float m0 = 0,
float m4 = 0,
float m8 = 0,
float m12 = 0,
float m1 = 0,
float m5 = 0,
float m9 = 0,
float m13 = 0,
float m2 = 0,
float m6 = 0,
float m10 = 0,
float m14 = 0,
float m3 = 0,
float m7 = 0,
float m11 = 0,
float m15 = 0)
: ::Matrix{m0, m4, m8, m12, m1, m5, m9, m13, m2, m6, m10, m14, m3, m7, m11, m15} {
// Nothing.
}
@@ -54,115 +59,70 @@ class Matrix : public ::Matrix {
GETTERSETTER(float, M15, m15)
Matrix& operator=(const ::Matrix& matrix) {
set(matrix);
if (this != &matrix) {
set(matrix);
}
return *this;
}
Matrix& operator=(const Matrix& matrix) {
set(matrix);
if (this != &matrix) {
set(matrix);
}
return *this;
}
bool operator==(const ::Matrix& other) {
return m0 == other.m0
&& m1 == other.m1
&& m2 == other.m2
&& m3 == other.m3
&& m4 == other.m4
&& m5 == other.m5
&& m6 == other.m6
&& m7 == other.m7
&& m8 == other.m8
&& m9 == other.m9
&& m10 == other.m10
&& m11 == other.m11
&& m12 == other.m12
&& m13 == other.m13
&& m14 == other.m14
&& m15 == other.m15;
return m0 == other.m0 && m1 == other.m1 && m2 == other.m2 && m3 == other.m3 && m4 == other.m4 &&
m5 == other.m5 && m6 == other.m6 && m7 == other.m7 && m8 == other.m8 && m9 == other.m9 &&
m10 == other.m10 && m11 == other.m11 && m12 == other.m12 && m13 == other.m13 && m14 == other.m14 &&
m15 == other.m15;
}
bool operator!=(const ::Matrix& other) {
return !(*this == other);
}
bool operator!=(const ::Matrix& other) { return !(*this == other); }
#ifndef RAYLIB_CPP_NO_MATH
/**
* Returns the trace of the matrix (sum of the values along the diagonal)
*/
inline float Trace() const {
return ::MatrixTrace(*this);
}
[[nodiscard]] float Trace() const { return ::MatrixTrace(*this); }
/**
* Transposes provided matrix
*/
inline Matrix Transpose() const {
return ::MatrixTranspose(*this);
}
[[nodiscard]] Matrix Transpose() const { return ::MatrixTranspose(*this); }
inline Matrix Invert() const {
return ::MatrixInvert(*this);
}
[[nodiscard]] Matrix Invert() const { return ::MatrixInvert(*this); }
static Matrix Identity() {
return ::MatrixIdentity();
}
static Matrix Identity() { return ::MatrixIdentity(); }
Matrix Add(const ::Matrix& right) {
return ::MatrixAdd(*this, right);
}
Matrix Add(const ::Matrix& right) { return ::MatrixAdd(*this, right); }
Matrix operator+(const ::Matrix& matrix) {
return ::MatrixAdd(*this, matrix);
}
Matrix operator+(const ::Matrix& matrix) { return ::MatrixAdd(*this, matrix); }
Matrix Subtract(const ::Matrix& right) {
return ::MatrixSubtract(*this, right);
}
Matrix Subtract(const ::Matrix& right) { return ::MatrixSubtract(*this, right); }
Matrix operator-(const ::Matrix& matrix) {
return ::MatrixSubtract(*this, matrix);
}
Matrix operator-(const ::Matrix& matrix) { return ::MatrixSubtract(*this, matrix); }
static Matrix Translate(float x, float y, float z) {
return ::MatrixTranslate(x, y, z);
}
static Matrix Translate(float x, float y, float z) { return ::MatrixTranslate(x, y, z); }
static Matrix Rotate(Vector3 axis, float angle) {
return ::MatrixRotate(axis, angle);
}
static Matrix Rotate(Vector3 axis, float angle) { return ::MatrixRotate(axis, angle); }
static Matrix RotateXYZ(Vector3 angle) {
return ::MatrixRotateXYZ(angle);
}
static Matrix RotateXYZ(Vector3 angle) { return ::MatrixRotateXYZ(angle); }
static Matrix RotateX(float angle) {
return ::MatrixRotateX(angle);
}
static Matrix RotateX(float angle) { return ::MatrixRotateX(angle); }
static Matrix RotateY(float angle) {
return ::MatrixRotateY(angle);
}
static Matrix RotateY(float angle) { return ::MatrixRotateY(angle); }
static Matrix RotateZ(float angle) {
return ::MatrixRotateZ(angle);
}
static Matrix RotateZ(float angle) { return ::MatrixRotateZ(angle); }
static Matrix Scale(float x, float y, float z) {
return ::MatrixScale(x, y, z);
}
static Matrix Scale(float x, float y, float z) { return ::MatrixScale(x, y, z); }
Matrix Multiply(const ::Matrix& right) const {
return ::MatrixMultiply(*this, right);
}
[[nodiscard]] Matrix Multiply(const ::Matrix& right) const { return ::MatrixMultiply(*this, right); }
Matrix operator*(const ::Matrix& matrix) {
return ::MatrixMultiply(*this, matrix);
}
Matrix operator*(const ::Matrix& matrix) { return ::MatrixMultiply(*this, matrix); }
static Matrix Frustum(double left, double right, double bottom, double top,
double near, double far) {
static Matrix Frustum(double left, double right, double bottom, double top, double near, double far) {
return ::MatrixFrustum(left, right, bottom, top, near, far);
}
@@ -170,42 +130,30 @@ class Matrix : public ::Matrix {
return ::MatrixPerspective(fovy, aspect, near, far);
}
static Matrix Ortho(double left, double right, double bottom, double top,
double near, double far) {
static Matrix Ortho(double left, double right, double bottom, double top, double near, double far) {
return ::MatrixOrtho(left, right, bottom, top, near, far);
}
static Matrix LookAt(Vector3 eye, Vector3 target, Vector3 up) {
return ::MatrixLookAt(eye, target, up);
}
static Matrix LookAt(Vector3 eye, Vector3 target, Vector3 up) { return ::MatrixLookAt(eye, target, up); }
inline float16 ToFloatV() const {
return ::MatrixToFloatV(*this);
}
[[nodiscard]] float16 ToFloatV() const { return ::MatrixToFloatV(*this); }
operator float16() {
return ToFloatV();
}
operator float16() const { return ToFloatV(); }
/**
* Set shader uniform value (matrix 4x4)
*/
inline Matrix& SetShaderValue(const ::Shader& shader, int uniformLoc) {
Matrix& SetShaderValue(const ::Shader& shader, int uniformLoc) {
::SetShaderValueMatrix(shader, uniformLoc, *this);
return *this;
}
inline static Matrix GetCamera(const ::Camera& camera) {
return ::GetCameraMatrix(camera);
}
static Matrix GetCamera(const ::Camera& camera) { return ::GetCameraMatrix(camera); }
inline static Matrix GetCamera(const ::Camera2D& camera) {
return ::GetCameraMatrix2D(camera);
}
static Matrix GetCamera(const ::Camera2D& camera) { return ::GetCameraMatrix2D(camera); }
#endif
protected:
protected:
void set(const ::Matrix& mat) {
m0 = mat.m0;
m1 = mat.m1;
@@ -225,8 +173,8 @@ class Matrix : public ::Matrix {
m15 = mat.m15;
}
};
} // namespace raylib
} // namespace raylib
using RMatrix = raylib::Matrix;
#endif // RAYLIB_CPP_INCLUDE_MATRIX_HPP_
#endif // RAYLIB_CPP_INCLUDE_MATRIX_HPP_