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

@@ -7,26 +7,24 @@
#include <string>
#include "./raylib-cpp-utils.hpp"
#include "./raylib.hpp"
#include "./raymath.hpp"
#include "./raylib-cpp-utils.hpp"
namespace raylib {
/**
* Vector3 type
*/
class Vector3 : public ::Vector3 {
public:
public:
Vector3(const ::Vector3& vec) : ::Vector3{vec.x, vec.y, vec.z} {}
Vector3(float x, float y, float z) : ::Vector3{x, y, z} {}
Vector3(float x, float y) : ::Vector3{x, y, 0} {}
Vector3(float x) : ::Vector3{x, 0, 0} {}
Vector3() {}
Vector3() : ::Vector3{0, 0, 0} {}
Vector3(::Color color) {
set(ColorToHSV(color));
}
Vector3(::Color color) { set(ColorToHSV(color)); }
GETTERSETTER(float, X, x)
GETTERSETTER(float, Y, y)
@@ -37,38 +35,24 @@ class Vector3 : public ::Vector3 {
return *this;
}
bool operator==(const ::Vector3& other) const {
return x == other.x
&& y == other.y
&& z == other.z;
}
bool operator==(const ::Vector3& other) const { return x == other.x && y == other.y && z == other.z; }
bool operator!=(const ::Vector3& other) const {
return !(*this == other);
}
bool operator!=(const ::Vector3& other) const { return !(*this == other); }
inline std::string ToString() const {
return TextFormat("Vector3(%f, %f, %f)", x, y, z);
}
[[nodiscard]] std::string ToString() const { return TextFormat("Vector3(%f, %f, %f)", x, y, z); }
inline operator std::string() const {
return ToString();
}
operator std::string() const { return ToString(); }
#ifndef RAYLIB_CPP_NO_MATH
/**
* Add two vectors
*/
inline Vector3 Add(const ::Vector3& vector3) const {
return Vector3Add(*this, vector3);
}
[[nodiscard]] Vector3 Add(const ::Vector3& vector3) const { return Vector3Add(*this, vector3); }
/**
* Add two vectors
*/
inline Vector3 operator+(const ::Vector3& vector3) const {
return Vector3Add(*this, vector3);
}
Vector3 operator+(const ::Vector3& vector3) const { return Vector3Add(*this, vector3); }
Vector3& operator+=(const ::Vector3& vector3) {
set(Vector3Add(*this, vector3));
@@ -79,16 +63,12 @@ class Vector3 : public ::Vector3 {
/**
* Subtract two vectors.
*/
inline Vector3 Subtract(const ::Vector3& vector3) const {
return Vector3Subtract(*this, vector3);
}
[[nodiscard]] Vector3 Subtract(const ::Vector3& vector3) const { return Vector3Subtract(*this, vector3); }
/**
* Subtract two vectors.
*/
inline Vector3 operator-(const ::Vector3& vector3) const {
return Vector3Subtract(*this, vector3);
}
Vector3 operator-(const ::Vector3& vector3) const { return Vector3Subtract(*this, vector3); }
Vector3& operator-=(const ::Vector3& vector3) {
set(Vector3Subtract(*this, vector3));
@@ -99,30 +79,22 @@ class Vector3 : public ::Vector3 {
/**
* Negate provided vector (invert direction)
*/
inline Vector3 Negate() const {
return Vector3Negate(*this);
}
[[nodiscard]] Vector3 Negate() const { return Vector3Negate(*this); }
/**
* Negate provided vector (invert direction)
*/
inline Vector3 operator-() const {
return Vector3Negate(*this);
}
Vector3 operator-() const { return Vector3Negate(*this); }
/**
* Multiply vector by vector
*/
inline Vector3 Multiply(const ::Vector3& vector3) const {
return Vector3Multiply(*this, vector3);
}
[[nodiscard]] Vector3 Multiply(const ::Vector3& vector3) const { return Vector3Multiply(*this, vector3); }
/**
* Multiply vector by vector
*/
inline Vector3 operator*(const ::Vector3& vector3) const {
return Vector3Multiply(*this, vector3);
}
Vector3 operator*(const ::Vector3& vector3) const { return Vector3Multiply(*this, vector3); }
/**
* Multiply vector by vector
@@ -136,16 +108,12 @@ class Vector3 : public ::Vector3 {
/**
* Multiply vector by scalar
*/
inline Vector3 Scale(const float scaler) const {
return Vector3Scale(*this, scaler);
}
[[nodiscard]] Vector3 Scale(const float scaler) const { return Vector3Scale(*this, scaler); }
/**
* Multiply vector by scalar
*/
inline Vector3 operator*(const float scaler) const {
return Vector3Scale(*this, scaler);
}
Vector3 operator*(const float scaler) const { return Vector3Scale(*this, scaler); }
/**
* Multiply vector by scalar
@@ -159,16 +127,12 @@ class Vector3 : public ::Vector3 {
/**
* Divide vector by vector
*/
inline Vector3 Divide(const ::Vector3& vector3) const {
return Vector3Divide(*this, vector3);
}
[[nodiscard]] Vector3 Divide(const ::Vector3& vector3) const { return Vector3Divide(*this, vector3); }
/**
* Divide vector by vector
*/
inline Vector3 operator/(const ::Vector3& vector3) const {
return Vector3Divide(*this, vector3);
}
Vector3 operator/(const ::Vector3& vector3) const { return Vector3Divide(*this, vector3); }
/**
* Divide vector by vector
@@ -184,16 +148,12 @@ class Vector3 : public ::Vector3 {
/**
* Divide a vector by a value.
*/
inline Vector3 Divide(const float div) const {
return ::Vector3{x / div, y / div, z / div};
}
[[nodiscard]] Vector3 Divide(const float div) const { return ::Vector3{x / div, y / div, z / div}; }
/**
* Divide a vector by a value.
*/
inline Vector3 operator/(const float div) const {
return Divide(div);
}
Vector3 operator/(const float div) const { return Divide(div); }
/**
* Divide a vector by a value.
@@ -209,145 +169,107 @@ class Vector3 : public ::Vector3 {
/**
* Calculate vector length
*/
inline float Length() const {
return Vector3Length(*this);
}
[[nodiscard]] float Length() const { return Vector3Length(*this); }
inline Vector3 Normalize() const {
return Vector3Normalize(*this);
}
/**
* Calculate vector square length
*/
[[nodiscard]] float LengthSqr() const { return Vector3LengthSqr(*this); }
inline float DotProduct(const ::Vector3& vector3) const {
return Vector3DotProduct(*this, vector3);
}
[[nodiscard]] Vector3 Normalize() const { return Vector3Normalize(*this); }
inline float Distance(const ::Vector3& vector3) const {
return Vector3Distance(*this, vector3);
}
[[nodiscard]] float DotProduct(const ::Vector3& vector3) const { return Vector3DotProduct(*this, vector3); }
inline Vector3 Lerp(const ::Vector3& vector3, const float amount) const {
return Vector3Lerp(*this, vector3, amount);
}
[[nodiscard]] float Distance(const ::Vector3& vector3) const { return Vector3Distance(*this, vector3); }
inline Vector3 CrossProduct(const ::Vector3& vector3) const {
return Vector3CrossProduct(*this, vector3);
}
[[nodiscard]] Vector3 Lerp(const ::Vector3& vector3, const float amount) const { return Vector3Lerp(*this, vector3, amount); }
inline Vector3 Perpendicular() const {
return Vector3Perpendicular(*this);
}
[[nodiscard]] Vector3 CrossProduct(const ::Vector3& vector3) const { return Vector3CrossProduct(*this, vector3); }
inline void OrthoNormalize(::Vector3* vector3) {
Vector3OrthoNormalize(this, vector3);
}
[[nodiscard]] Vector3 Perpendicular() const { return Vector3Perpendicular(*this); }
inline Vector3 Transform(const ::Matrix& matrix) const {
return Vector3Transform(*this, matrix);
}
[[nodiscard]] Vector3 Project(const ::Vector3& vector3) const { return Vector3Project(*this, vector3); }
inline Vector3 RotateByQuaternion(const ::Quaternion& quaternion) const {
[[nodiscard]] Vector3 Reject(const ::Vector3& vector3) const { return Vector3Reject(*this, vector3); }
void OrthoNormalize(::Vector3* vector3) { Vector3OrthoNormalize(this, vector3); }
[[nodiscard]] Vector3 Transform(const ::Matrix& matrix) const { return Vector3Transform(*this, matrix); }
[[nodiscard]] Vector3 RotateByQuaternion(const ::Quaternion& quaternion) const {
return Vector3RotateByQuaternion(*this, quaternion);
}
inline Vector3 Reflect(const ::Vector3& normal) const {
return Vector3Reflect(*this, normal);
}
[[nodiscard]] Vector3 Reflect(const ::Vector3& normal) const { return Vector3Reflect(*this, normal); }
inline Vector3 Min(const ::Vector3& vector3) const {
return Vector3Min(*this, vector3);
}
[[nodiscard]] Vector3 Min(const ::Vector3& vector3) const { return Vector3Min(*this, vector3); }
inline Vector3 Max(const ::Vector3& vector3) const {
return Vector3Max(*this, vector3);
}
[[nodiscard]] Vector3 Max(const ::Vector3& vector3) const { return Vector3Max(*this, vector3); }
inline Vector3 Barycenter(const ::Vector3& a, const ::Vector3& b, const ::Vector3& c) const {
[[nodiscard]] Vector3 Barycenter(const ::Vector3& a, const ::Vector3& b, const ::Vector3& c) const {
return Vector3Barycenter(*this, a, b, c);
}
static inline Vector3 Zero() {
return Vector3Zero();
}
static Vector3 Zero() { return Vector3Zero(); }
static inline Vector3 One() {
return Vector3One();
}
static Vector3 One() { return Vector3One(); }
#endif
inline void DrawLine3D(const ::Vector3& endPos, ::Color color) const {
::DrawLine3D(*this, endPos, color);
}
void DrawLine3D(const ::Vector3& endPos, ::Color color) const { ::DrawLine3D(*this, endPos, color); }
inline void DrawPoint3D(::Color color) const {
::DrawPoint3D(*this, color);
}
void DrawPoint3D(::Color color) const { ::DrawPoint3D(*this, color); }
inline void DrawCircle3D(
float radius,
const ::Vector3& rotationAxis,
float rotationAngle,
Color color) const {
void DrawCircle3D(float radius, const ::Vector3& rotationAxis, float rotationAngle, Color color) const {
::DrawCircle3D(*this, radius, rotationAxis, rotationAngle, color);
}
inline void DrawCube(float width, float height, float length, ::Color color) const {
void DrawCube(float width, float height, float length, ::Color color) const {
::DrawCube(*this, width, height, length, color);
}
inline void DrawCube(const ::Vector3& size, ::Color color) const {
::DrawCubeV(*this, size, color);
}
void DrawCube(const ::Vector3& size, ::Color color) const { ::DrawCubeV(*this, size, color); }
inline void DrawCubeWires(float width, float height, float length, ::Color color) const {
void DrawCubeWires(float width, float height, float length, ::Color color) const {
::DrawCubeWires(*this, width, height, length, color);
}
inline void DrawCubeWires(const ::Vector3& size, ::Color color) const {
::DrawCubeWiresV(*this, size, color);
}
void DrawCubeWires(const ::Vector3& size, ::Color color) const { ::DrawCubeWiresV(*this, size, color); }
inline void DrawSphere(float radius, ::Color color) const {
::DrawSphere(*this, radius, color);
}
void DrawSphere(float radius, ::Color color) const { ::DrawSphere(*this, radius, color); }
inline void DrawSphere(float radius, int rings, int slices, ::Color color) const {
void DrawSphere(float radius, int rings, int slices, ::Color color) const {
::DrawSphereEx(*this, radius, rings, slices, color);
}
inline void DrawSphereWires(float radius, int rings, int slices, ::Color color) const {
void DrawSphereWires(float radius, int rings, int slices, ::Color color) const {
::DrawSphereWires(*this, radius, rings, slices, color);
}
inline void DrawCylinder(float radiusTop, float radiusBottom, float height,
int slices, ::Color color) const {
void DrawCylinder(float radiusTop, float radiusBottom, float height, int slices, ::Color color) const {
::DrawCylinder(*this, radiusTop, radiusBottom, height, slices, color);
}
inline void DrawCylinderWires(float radiusTop, float radiusBottom, float height,
int slices, ::Color color) const {
void DrawCylinderWires(float radiusTop, float radiusBottom, float height, int slices, ::Color color) const {
::DrawCylinderWires(*this, radiusTop, radiusBottom, height, slices, color);
}
inline void DrawPlane(const ::Vector2& size, ::Color color) const {
::DrawPlane(*this, size, color);
}
void DrawPlane(const ::Vector2& size, ::Color color) const { ::DrawPlane(*this, size, color); }
/**
* Detect collision between two spheres
*/
inline bool CheckCollision(float radius1, const ::Vector3& center2, float radius2) const {
[[nodiscard]] bool CheckCollision(float radius1, const ::Vector3& center2, float radius2) const {
return CheckCollisionSpheres(*this, radius1, center2, radius2);
}
protected:
protected:
void set(const ::Vector3& vec) {
x = vec.x;
y = vec.y;
z = vec.z;
}
};
} // namespace raylib
} // namespace raylib
using RVector3 = raylib::Vector3;
#endif // RAYLIB_CPP_INCLUDE_VECTOR3_HPP_
#endif // RAYLIB_CPP_INCLUDE_VECTOR3_HPP_