mirror of
https://github.com/Ed94/gencpp.git
synced 2024-12-21 23:34:44 -08:00
Fixed bug with inline comments for variables not parsing correctly.
This commit is contained in:
parent
c1ab233686
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3
.vscode/settings.json
vendored
3
.vscode/settings.json
vendored
@ -29,7 +29,8 @@
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"vector": "cpp",
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"list": "cpp",
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"xhash": "cpp",
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"glfw3.h": "c"
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"glfw3.h": "c",
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"stdbool.h": "c"
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},
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"C_Cpp.intelliSenseEngineFallback": "disabled",
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"mesonbuild.configureOnOpen": true,
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@ -292,27 +292,27 @@ typedef enum bool
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// Vector2, 2 components
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typedef struct Vector2
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{
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f32 x;
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f32 y;
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f32 x; // Vector x component
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f32 y; // Vector y component
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} Vector2;
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// Vector3, 3 components
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typedef struct Vector3
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{
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f32 x;
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f32 y;
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f32 z;
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f32 x; // Vector x component
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f32 y; // Vector y component
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f32 z; // Vector z component
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} Vector3;
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// Vector4, 4 components
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typedef struct Vector4
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{
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f32 x;
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f32 y;
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f32 z;
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f32 w;
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f32 x; // Vector x component
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f32 y; // Vector y component
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f32 z; // Vector z component
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f32 w; // Vector w component
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} Vector4;
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@ -322,52 +322,52 @@ typedef Vector4 Quaternion;
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// Matrix, 4x4 components, column major, OpenGL style, right-handed
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typedef struct Matrix
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{
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f32 m0, m4, m8, m12;
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f32 m1, m5, m9, m13;
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f32 m2, m6, m10, m14;
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f32 m3, m7, m11, m15;
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f32 m0, m4, m8, m12; // Matrix first row (4 components)
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f32 m1, m5, m9, m13; // Matrix second row (4 components)
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f32 m2, m6, m10, m14; // Matrix third row (4 components)
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f32 m3, m7, m11, m15; // Matrix fourth row (4 components)
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} Matrix;
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// Color, 4 components, R8G8B8A8 (32bit)
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typedef struct Color
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{
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u8 r;
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u8 g;
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u8 b;
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u8 a;
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u8 r; // Color red value
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u8 g; // Color green value
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u8 b; // Color blue value
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u8 a; // Color alpha value
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} Color;
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// Rectangle, 4 components
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typedef struct Rectangle
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{
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f32 x;
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f32 y;
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f32 width;
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f32 height;
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f32 x; // Rectangle top-left corner position x
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f32 y; // Rectangle top-left corner position y
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f32 width; // Rectangle width
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f32 height; // Rectangle height
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} Rectangle;
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// Image, pixel data stored in CPU memory (RAM)
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typedef struct Image
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{
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void* data;
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s32 width;
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s32 height;
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s32 mipmaps;
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s32 format;
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void* data; // Image raw data
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s32 width; // Image base width
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s32 height; // Image base height
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s32 mipmaps; // Mipmap levels, 1 by default
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s32 format; // Data format (PixelFormat type)
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} Image;
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// Texture, tex data stored in GPU memory (VRAM)
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typedef struct Texture
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{
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u32 id;
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s32 width;
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s32 height;
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s32 mipmaps;
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s32 format;
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u32 id; // OpenGL texture id
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s32 width; // Texture base width
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s32 height; // Texture base height
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s32 mipmaps; // Mipmap levels, 1 by default
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s32 format; // Data format (PixelFormat type)
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} Texture;
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@ -380,9 +380,9 @@ typedef Texture TextureCubemap;
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// RenderTexture, fbo for texture rendering
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typedef struct RenderTexture
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{
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u32 id;
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Texture texture;
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Texture depth;
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u32 id; // OpenGL framebuffer object id
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Texture texture; // Color buffer attachment texture
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Texture depth; // Depth buffer attachment texture
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} RenderTexture;
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@ -392,46 +392,46 @@ typedef RenderTexture RenderTexture2D;
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// NPatchInfo, n-patch layout info
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typedef struct NPatchInfo
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{
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Rectangle source;
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s32 left;
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s32 top;
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s32 right;
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s32 bottom;
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s32 layout;
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Rectangle source; // Texture source rectangle
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s32 left; // Left border offset
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s32 top; // Top border offset
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s32 right; // Right border offset
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s32 bottom; // Bottom border offset
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s32 layout; // Layout of the n-patch: 3x3, 1x3 or 3x1
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} NPatchInfo;
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// GlyphInfo, font characters glyphs info
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typedef struct GlyphInfo
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{
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s32 value;
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s32 offsetX;
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s32 offsetY;
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s32 advanceX;
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Image image;
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s32 value; // Character value (Unicode)
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s32 offsetX; // Character offset X when drawing
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s32 offsetY; // Character offset Y when drawing
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s32 advanceX; // Character advance position X
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Image image; // Character image data
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} GlyphInfo;
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// Font, font texture and GlyphInfo array data
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typedef struct Font
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{
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s32 baseSize;
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s32 glyphCount;
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s32 glyphPadding;
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Texture2D texture;
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Rectangle* recs;
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GlyphInfo* glyphs;
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s32 baseSize; // Base size (default chars height)
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s32 glyphCount; // Number of glyph characters
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s32 glyphPadding; // Padding around the glyph characters
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Texture2D texture; // Texture atlas containing the glyphs
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Rectangle* recs; // Rectangles in texture for the glyphs
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GlyphInfo* glyphs; // Glyphs info data
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} Font;
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// Camera, defines position/orientation in 3d space
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typedef struct Camera3D
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{
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Vector3 position;
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Vector3 target;
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Vector3 up;
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f32 fovy;
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s32 projection;
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Vector3 position; // Camera position
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Vector3 target; // Camera target it looks-at
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Vector3 up; // Camera up vector (rotation over its axis)
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f32 fovy; // Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic
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s32 projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
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} Camera3D;
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@ -440,146 +440,146 @@ typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
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// Camera2D, defines position/orientation in 2d space
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typedef struct Camera2D
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{
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Vector2 offset;
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Vector2 target;
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f32 rotation;
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f32 zoom;
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Vector2 offset; // Camera offset (displacement from target)
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Vector2 target; // Camera target (rotation and zoom origin)
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f32 rotation; // Camera rotation in degrees
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f32 zoom; // Camera zoom (scaling), should be 1.0f by default
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} Camera2D;
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// Mesh, vertex data and vao/vbo
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typedef struct Mesh
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{
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s32 vertexCount;
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s32 triangleCount;
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s32 vertexCount; // Number of vertices stored in arrays
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s32 triangleCount; // Number of triangles stored (indexed or not)
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// Vertex attributes data
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f32* vertices;
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f32* texcoords;
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f32* texcoords2;
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f32* normals;
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f32* tangents;
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u8* colors;
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u8* indices;
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f32* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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f32* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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f32* texcoords2; // Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5)
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f32* normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
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f32* tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
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u8* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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u8* indices; // Vertex indices (in case vertex data comes indexed)
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// Animation vertex data
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f32* animVertices;
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f32* animNormals;
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u8* boneIds;
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f32* boneWeights;
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f32* animVertices; // Animated vertex positions (after bones transformations)
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f32* animNormals; // Animated normals (after bones transformations)
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u8* boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
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f32* boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
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// OpenGL identifiers
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u32 vaoId;
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unsigned int* vboId;
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u32 vaoId; // OpenGL Vertex Array Object id
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unsigned int* vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
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} Mesh;
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// Shader
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typedef struct Shader
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{
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u32 id;
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s32* locs;
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u32 id; // Shader program id
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s32* locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS)
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} Shader;
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// MaterialMap
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typedef struct MaterialMap
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{
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Texture2D texture;
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Color color;
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f32 value;
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Texture2D texture; // Material map texture
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Color color; // Material map color
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f32 value; // Material map value
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} MaterialMap;
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// Material, includes shader and maps
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typedef struct Material
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{
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Shader shader;
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MaterialMap* maps;
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f32 params;
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Shader shader; // Material shader
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MaterialMap* maps; // Material maps array (MAX_MATERIAL_MAPS)
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f32 params; // Material generic parameters (if required)
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} Material;
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// Transform, vertex transformation data
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typedef struct Transform
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{
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Vector3 translation;
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Quaternion rotation;
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Vector3 scale;
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Vector3 translation; // Translation
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Quaternion rotation; // Rotation
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Vector3 scale; // Scale
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} Transform;
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// Bone, skeletal animation bone
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typedef struct BoneInfo
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{
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char name[ 32 ];
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s32 parent;
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char name[ 32 ]; // Bone name
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s32 parent; // Bone parent
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} BoneInfo;
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// Model, meshes, materials and animation data
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typedef struct Model
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{
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Matrix transform;
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Matrix transform; // Local transform matrix
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s32 meshCount;
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s32 materialCount;
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Mesh* meshes;
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Material* materials;
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s32* meshMaterial;
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s32 meshCount; // Number of meshes
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s32 materialCount; // Number of materials
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Mesh* meshes; // Meshes array
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Material* materials; // Materials array
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s32* meshMaterial; // Mesh material number
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// Animation data
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s32 boneCount;
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BoneInfo* bones;
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Transform* bindPose;
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s32 boneCount; // Number of bones
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BoneInfo* bones; // Bones information (skeleton)
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Transform* bindPose; // Bones base transformation (pose)
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} Model;
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// ModelAnimation
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typedef struct ModelAnimation
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{
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s32 boneCount;
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s32 frameCount;
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BoneInfo* bones;
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Transform** framePoses;
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char name[ 32 ];
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s32 boneCount; // Number of bones
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s32 frameCount; // Number of animation frames
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BoneInfo* bones; // Bones information (skeleton)
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Transform** framePoses; // Poses array by frame
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char name[ 32 ]; // Animation name
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} ModelAnimation;
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// Ray, ray for raycasting
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typedef struct Ray
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{
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Vector3 position;
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Vector3 direction;
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Vector3 position; // Ray position (origin)
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Vector3 direction; // Ray direction
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} Ray;
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// RayCollision, ray hit information
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typedef struct RayCollision
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{
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bool hit;
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f32 distance;
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Vector3 point;
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Vector3 normal;
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bool hit; // Did the ray hit something?
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f32 distance; // Distance to the nearest hit
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Vector3 point; // Point of the nearest hit
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Vector3 normal; // Surface normal of hit
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} RayCollision;
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// BoundingBox
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typedef struct BoundingBox
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{
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Vector3 min;
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Vector3 max;
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Vector3 min; // Minimum vertex box-corner
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Vector3 max; // Maximum vertex box-corner
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} BoundingBox;
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// Wave, audio wave data
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typedef struct Wave
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{
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u32 frameCount;
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u32 sampleRate;
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u32 sampleSize;
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u32 channels;
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void* data;
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u32 frameCount; // Total number of frames (considering channels)
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u32 sampleRate; // Frequency (samples per second)
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u32 sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
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u32 channels; // Number of channels (1-mono, 2-stereo, ...)
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void* data; // Buffer data pointer
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} Wave;
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@ -591,71 +591,71 @@ typedef struct rAudioProcessor rAudioProcessor;
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// AudioStream, custom audio stream
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typedef struct AudioStream
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{
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rAudioBuffer* buffer;
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rAudioProcessor* processor;
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rAudioBuffer* buffer; // Pointer to internal data used by the audio system
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rAudioProcessor* processor; // Pointer to internal data processor, useful for audio effects
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u32 sampleRate;
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u32 sampleSize;
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u32 channels;
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u32 sampleRate; // Frequency (samples per second)
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u32 sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
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u32 channels; // Number of channels (1-mono, 2-stereo, ...)
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} AudioStream;
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// Sound
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typedef struct Sound
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{
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AudioStream stream;
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u32 frameCount;
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AudioStream stream; // Audio stream
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u32 frameCount; // Total number of frames (considering channels)
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} Sound;
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// Music, audio stream, anything longer than ~10 seconds should be streamed
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typedef struct Music
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{
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AudioStream stream;
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u32 frameCount;
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bool looping;
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AudioStream stream; // Audio stream
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u32 frameCount; // Total number of frames (considering channels)
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bool looping; // Music looping enable
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s32 ctxType;
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void* ctxData;
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s32 ctxType; // Type of music context (audio filetype)
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void* ctxData; // Audio context data, depends on type
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} Music;
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// VrDeviceInfo, Head-Mounted-Display device parameters
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typedef struct VrDeviceInfo
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{
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s32 hResolution;
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s32 vResolution;
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f32 hScreenSize;
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f32 vScreenSize;
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f32 vScreenCenter;
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f32 eyeToScreenDistance;
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f32 lensSeparationDistance;
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f32 interpupillaryDistance;
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f32 lensDistortionValues;
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f32 chromaAbCorrection;
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s32 hResolution; // Horizontal resolution in pixels
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s32 vResolution; // Vertical resolution in pixels
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f32 hScreenSize; // Horizontal size in meters
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f32 vScreenSize; // Vertical size in meters
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f32 vScreenCenter; // Screen center in meters
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f32 eyeToScreenDistance; // Distance between eye and display in meters
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f32 lensSeparationDistance; // Lens separation distance in meters
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f32 interpupillaryDistance; // IPD (distance between pupils) in meters
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f32 lensDistortionValues; // Lens distortion constant parameters
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f32 chromaAbCorrection; // Chromatic aberration correction parameters
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} VrDeviceInfo;
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// VrStereoConfig, VR stereo rendering configuration for simulator
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typedef struct VrStereoConfig
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{
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Matrix projection[ 2 ];
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Matrix viewOffset[ 2 ];
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f32 leftLensCenter;
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f32 rightLensCenter;
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f32 leftScreenCenter;
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f32 rightScreenCenter;
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f32 scale;
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f32 scaleIn;
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Matrix projection[ 2 ]; // VR projection matrices (per eye)
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Matrix viewOffset[ 2 ]; // VR view offset matrices (per eye)
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f32 leftLensCenter; // VR left lens center
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f32 rightLensCenter; // VR right lens center
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f32 leftScreenCenter; // VR left screen center
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f32 rightScreenCenter; // VR right screen center
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f32 scale; // VR distortion scale
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f32 scaleIn; // VR distortion scale in
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} VrStereoConfig;
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// File path list
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typedef struct FilePathList
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{
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u32 capacity;
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u32 count;
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char** paths;
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u32 capacity; // Filepaths max entries
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u32 count; // Filepaths entries count
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char** paths; // Filepaths entries
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} FilePathList;
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@ -149,10 +149,10 @@ typedef Vector4 Quaternion;
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// Matrix type (OpenGL style 4x4 - right handed, column major)
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typedef struct Matrix
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{
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f32 m0, m4, m8, m12;
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f32 m1, m5, m9, m13;
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f32 m2, m6, m10, m14;
|
||||
f32 m3, m7, m11, m15;
|
||||
f32 m0, m4, m8, m12; // Matrix first row (4 components)
|
||||
f32 m1, m5, m9, m13; // Matrix second row (4 components)
|
||||
f32 m2, m6, m10, m14; // Matrix third row (4 components)
|
||||
f32 m3, m7, m11, m15; // Matrix fourth row (4 components)
|
||||
|
||||
} Matrix;
|
||||
#endif
|
||||
|
@ -40,7 +40,7 @@
|
||||
**********************************************************************************************/
|
||||
|
||||
#ifndef RCAMERA_H
|
||||
#define RCAMERA_H
|
||||
#define RL_RCAMERA_H
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
@ -52,24 +52,21 @@
|
||||
#if defined( _WIN32 )
|
||||
#if defined( BUILD_LIBTYPE_SHARED )
|
||||
#if defined( __TINYC__ )
|
||||
#define __declspec( x ) __attribute__( ( x ) )
|
||||
#define RL___declspec( x ) __attribute__( ( x ) )
|
||||
#endif
|
||||
#define RLAPI __declspec( dllexport ) // We are building the library as a Win32 shared library (.dll)
|
||||
#elif defined( USE_LIBTYPE_SHARED )
|
||||
#define RLAPI __declspec( dllimport ) // We are using the library as a Win32 shared library (.dll)
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifndef RLAPI
|
||||
#define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
|
||||
#endif
|
||||
|
||||
#if defined( RCAMERA_STANDALONE )
|
||||
#define CAMERA_CULL_DISTANCE_NEAR 0.01
|
||||
#define CAMERA_CULL_DISTANCE_FAR 1000.0
|
||||
#define RL_CAMERA_CULL_DISTANCE_NEAR 0.01
|
||||
#define RL_CAMERA_CULL_DISTANCE_FAR 1000.0
|
||||
#else
|
||||
#define CAMERA_CULL_DISTANCE_NEAR RL_CULL_DISTANCE_NEAR
|
||||
#define CAMERA_CULL_DISTANCE_FAR RL_CULL_DISTANCE_FAR
|
||||
#define RL_CAMERA_CULL_DISTANCE_NEAR RL_CULL_DISTANCE_NEAR
|
||||
#define RL_CAMERA_CULL_DISTANCE_FAR RL_CULL_DISTANCE_FAR
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -80,25 +77,28 @@
|
||||
// Vector2, 2 components
|
||||
typedef struct Vector2
|
||||
{
|
||||
float x; // Vector x component
|
||||
float y; // Vector y component
|
||||
f32 x; // Vector x component
|
||||
f32 y; // Vector y component
|
||||
|
||||
} Vector2;
|
||||
|
||||
// Vector3, 3 components
|
||||
typedef struct Vector3
|
||||
{
|
||||
float x; // Vector x component
|
||||
float y; // Vector y component
|
||||
float z; // Vector z component
|
||||
f32 x; // Vector x component
|
||||
f32 y; // Vector y component
|
||||
f32 z; // Vector z component
|
||||
|
||||
} Vector3;
|
||||
|
||||
// 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)
|
||||
f32 m0, m4, m8, m12; // Matrix first row (4 components)
|
||||
f32 m1, m5, m9, m13; // Matrix second row (4 components)
|
||||
f32 m2, m6, m10, m14; // Matrix third row (4 components)
|
||||
f32 m3, m7, m11, m15; // Matrix fourth row (4 components)
|
||||
|
||||
} Matrix;
|
||||
|
||||
// Camera type, defines a camera position/orientation in 3d space
|
||||
@ -107,8 +107,9 @@ typedef struct Camera3D
|
||||
Vector3 position; // Camera position
|
||||
Vector3 target; // Camera target it looks-at
|
||||
Vector3 up; // Camera up vector (rotation over its axis)
|
||||
float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
|
||||
int projection; // Camera projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
|
||||
f32 fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
|
||||
s32 projection; // Camera projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
|
||||
|
||||
} Camera3D;
|
||||
|
||||
typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
|
||||
@ -116,18 +117,20 @@ typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
|
||||
// Camera projection
|
||||
typedef enum
|
||||
{
|
||||
CAMERA_PERSPECTIVE = 0, // Perspective projection
|
||||
CAMERA_ORTHOGRAPHIC // Orthographic projection
|
||||
Camera_Perspective = 0, // Perspective projection
|
||||
Camera_Orthographic // orthographic projection
|
||||
|
||||
} CameraProjection;
|
||||
|
||||
// Camera system modes
|
||||
typedef enum
|
||||
{
|
||||
CAMERA_CUSTOM = 0, // Camera custom, controlled by user (UpdateCamera() does nothing)
|
||||
CAMERA_FREE, // Camera free mode
|
||||
CAMERA_ORBITAL, // Camera orbital, around target, zoom supported
|
||||
CAMERA_FIRST_PERSON, // Camera first person
|
||||
CAMERA_THIRD_PERSON // Camera third person
|
||||
Camera_Custom = 0, // Camera custom, controlled by user (UpdateCamera() does nothing)
|
||||
Camera_Free, // Camera free mode
|
||||
Camera_Orbital, // Camera orbital, around target, zoom supported
|
||||
Camera_First_Person, // Camera first person
|
||||
Camera_Third_Person // camera third person
|
||||
|
||||
} CameraMode;
|
||||
#endif
|
||||
|
||||
@ -141,33 +144,38 @@ typedef enum
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
#if defined( __cplusplus )
|
||||
extern "C"
|
||||
{ // Prevents name mangling of functions
|
||||
namespace raylib
|
||||
{
|
||||
extern "C"
|
||||
{
|
||||
// Prevents name mangling of functions
|
||||
#endif
|
||||
|
||||
RLAPI Vector3 GetCameraForward( Camera* camera );
|
||||
RLAPI Vector3 GetCameraUp( Camera* camera );
|
||||
RLAPI Vector3 GetCameraRight( Camera* camera );
|
||||
RLAPI Vector3 get_camera_forward( Camera* camera );
|
||||
RLAPI Vector3 get_camera_up( Camera* camera );
|
||||
RLAPI Vector3 get_camera_right( Camera* camera );
|
||||
|
||||
// Camera movement
|
||||
RLAPI void CameraMoveForward( Camera* camera, float distance, bool moveInWorldPlane );
|
||||
RLAPI void CameraMoveUp( Camera* camera, float distance );
|
||||
RLAPI void CameraMoveRight( Camera* camera, float distance, bool moveInWorldPlane );
|
||||
RLAPI void CameraMoveToTarget( Camera* camera, float delta );
|
||||
// Camera movement
|
||||
RLAPI void camera_move_forward( Camera* camera, f32 distance, bool moveInWorldPlane );
|
||||
RLAPI void camera_move_up( Camera* camera, f32 distance );
|
||||
RLAPI void camera_move_right( Camera* camera, f32 distance, bool moveInWorldPlane );
|
||||
RLAPI void camera_move_to_target( Camera* camera, f32 delta );
|
||||
|
||||
// Camera rotation
|
||||
RLAPI void CameraYaw( Camera* camera, float angle, bool rotateAroundTarget );
|
||||
RLAPI void CameraPitch( Camera* camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp );
|
||||
RLAPI void CameraRoll( Camera* camera, float angle );
|
||||
// Camera rotation
|
||||
RLAPI void camera_yaw( Camera* camera, f32 angle, bool rotateAroundTarget );
|
||||
RLAPI void camera_pitch( Camera* camera, f32 angle, bool lockView, bool rotateAroundTarget, bool rotateUp );
|
||||
RLAPI void camera_roll( Camera* camera, f32 angle );
|
||||
|
||||
RLAPI Matrix GetCameraViewMatrix( Camera* camera );
|
||||
RLAPI Matrix GetCameraProjectionMatrix( Camera* camera, float aspect );
|
||||
RLAPI Matrix get_camera_view_matrix( Camera* camera );
|
||||
RLAPI Matrix get_camera_projection_matrix( Camera* camera, f32 aspect );
|
||||
|
||||
#if defined( __cplusplus )
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif // RCAMERA_H
|
||||
#endif
|
||||
// RCAMERA_H
|
||||
|
||||
|
||||
/***********************************************************************************
|
||||
@ -178,20 +186,21 @@ extern "C"
|
||||
|
||||
#if defined( RCAMERA_IMPLEMENTATION )
|
||||
|
||||
#include "raymath.h" // Required for vector maths:
|
||||
// Vector3Add()
|
||||
// Vector3Subtract()
|
||||
// Vector3Scale()
|
||||
// Vector3Normalize()
|
||||
// Vector3Distance()
|
||||
// Vector3CrossProduct()
|
||||
// Vector3RotateByAxisAngle()
|
||||
// Vector3Angle()
|
||||
// Vector3Negate()
|
||||
// MatrixLookAt()
|
||||
// MatrixPerspective()
|
||||
// MatrixOrtho()
|
||||
// MatrixIdentity()
|
||||
#include "raymath.h"
|
||||
// Required for vector maths:
|
||||
// Vector3Add()
|
||||
// Vector3Subtract()
|
||||
// Vector3Scale()
|
||||
// Vector3Normalize()
|
||||
// Vector3Distance()
|
||||
// Vector3CrossProduct()
|
||||
// Vector3RotateByAxisAngle()
|
||||
// Vector3Angle()
|
||||
// Vector3Negate()
|
||||
// MatrixLookAt()
|
||||
// MatrixPerspective()
|
||||
// MatrixOrtho()
|
||||
// MatrixIdentity()
|
||||
|
||||
// raylib required functionality:
|
||||
// GetMouseDelta()
|
||||
@ -203,23 +212,23 @@ extern "C"
|
||||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
//----------------------------------------------------------------------------------
|
||||
#define CAMERA_MOVE_SPEED 0.09f
|
||||
#define CAMERA_ROTATION_SPEED 0.03f
|
||||
#define CAMERA_PAN_SPEED 0.2f
|
||||
#define RL_CAMERA_MOVE_SPEED 0.09f
|
||||
#define RL_CAMERA_ROTATION_SPEED 0.03f
|
||||
#define RL_CAMERA_PAN_SPEED 0.2f
|
||||
|
||||
// Camera mouse movement sensitivity
|
||||
#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f // TODO: it should be independant of framerate
|
||||
#define CAMERA_MOUSE_SCROLL_SENSITIVITY 1.5f
|
||||
#define RL_CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f // TODO: it should be independant of framerate
|
||||
#define RL_CAMERA_MOUSE_SCROLL_SENSITIVITY 1.5f
|
||||
|
||||
#define CAMERA_ORBITAL_SPEED 0.5f // Radians per second
|
||||
#define RL_CAMERA_ORBITAL_SPEED 0.5f // Radians per second
|
||||
|
||||
|
||||
#define CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 8.0f
|
||||
#define CAMERA_FIRST_PERSON_STEP_DIVIDER 30.0f
|
||||
#define CAMERA_FIRST_PERSON_WAVING_DIVIDER 200.0f
|
||||
#define RL_CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 8.0f
|
||||
#define RL_CAMERA_FIRST_PERSON_STEP_DIVIDER 30.0f
|
||||
#define RL_CAMERA_FIRST_PERSON_WAVING_DIVIDER 200.0f
|
||||
|
||||
// PLAYER (used by camera)
|
||||
#define PLAYER_MOVEMENT_SENSITIVITY 20.0f
|
||||
#define RL_PLAYER_MOVEMENT_SENSITIVITY 20.0f
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
@ -240,20 +249,20 @@ extern "C"
|
||||
// Module Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
// Returns the cameras forward vector (normalized)
|
||||
Vector3 GetCameraForward( Camera* camera )
|
||||
Vector3 get_camera_forward( Camera* camera )
|
||||
{
|
||||
return Vector3Normalize( Vector3Subtract( camera->target, camera->position ) );
|
||||
}
|
||||
|
||||
// Returns the cameras up vector (normalized)
|
||||
// Note: The up vector might not be perpendicular to the forward vector
|
||||
Vector3 GetCameraUp( Camera* camera )
|
||||
Vector3 get_camera_up( Camera* camera )
|
||||
{
|
||||
return Vector3Normalize( camera->up );
|
||||
}
|
||||
|
||||
// Returns the cameras right vector (normalized)
|
||||
Vector3 GetCameraRight( Camera* camera )
|
||||
Vector3 get_camera_right( Camera* camera )
|
||||
{
|
||||
Vector3 forward = GetCameraForward( camera );
|
||||
Vector3 up = GetCameraUp( camera );
|
||||
@ -262,7 +271,7 @@ Vector3 GetCameraRight( Camera* camera )
|
||||
}
|
||||
|
||||
// Moves the camera in its forward direction
|
||||
void CameraMoveForward( Camera* camera, float distance, bool moveInWorldPlane )
|
||||
void camera_move_forward( Camera* camera, f32 distance, bool moveInWorldPlane )
|
||||
{
|
||||
Vector3 forward = GetCameraForward( camera );
|
||||
|
||||
@ -282,7 +291,7 @@ void CameraMoveForward( Camera* camera, float distance, bool moveInWorldPlane )
|
||||
}
|
||||
|
||||
// Moves the camera in its up direction
|
||||
void CameraMoveUp( Camera* camera, float distance )
|
||||
void camera_move_up( Camera* camera, f32 distance )
|
||||
{
|
||||
Vector3 up = GetCameraUp( camera );
|
||||
|
||||
@ -295,7 +304,7 @@ void CameraMoveUp( Camera* camera, float distance )
|
||||
}
|
||||
|
||||
// Moves the camera target in its current right direction
|
||||
void CameraMoveRight( Camera* camera, float distance, bool moveInWorldPlane )
|
||||
void camera_move_right( Camera* camera, f32 distance, bool moveInWorldPlane )
|
||||
{
|
||||
Vector3 right = GetCameraRight( camera );
|
||||
|
||||
@ -315,7 +324,7 @@ void CameraMoveRight( Camera* camera, float distance, bool moveInWorldPlane )
|
||||
}
|
||||
|
||||
// Moves the camera position closer/farther to/from the camera target
|
||||
void CameraMoveToTarget( Camera* camera, float delta )
|
||||
void camera_move_to_target( Camera* camera, f32 delta )
|
||||
{
|
||||
float distance = Vector3Distance( camera->position, camera->target );
|
||||
|
||||
@ -335,9 +344,8 @@ void CameraMoveToTarget( Camera* camera, float delta )
|
||||
// Yaw is "looking left and right"
|
||||
// If rotateAroundTarget is false, the camera rotates around its position
|
||||
// Note: angle must be provided in radians
|
||||
void CameraYaw( Camera* camera, float angle, bool rotateAroundTarget )
|
||||
void camera_yaw( Camera* camera, f32 angle, bool rotateAroundTarget )
|
||||
{
|
||||
// Rotation axis
|
||||
Vector3 up = GetCameraUp( camera );
|
||||
|
||||
// View vector
|
||||
@ -363,9 +371,8 @@ void CameraYaw( Camera* camera, float angle, bool rotateAroundTarget )
|
||||
// - rotateAroundTarget defines if rotation is around target or around its position
|
||||
// - rotateUp rotates the up direction as well (typically only usefull in CAMERA_FREE)
|
||||
// NOTE: angle must be provided in radians
|
||||
void CameraPitch( Camera* camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp )
|
||||
void camera_pitch( Camera* camera, f32 angle, bool lockView, bool rotateAroundTarget, bool rotateUp )
|
||||
{
|
||||
// Up direction
|
||||
Vector3 up = GetCameraUp( camera );
|
||||
|
||||
// View vector
|
||||
@ -417,9 +424,8 @@ void CameraPitch( Camera* camera, float angle, bool lockView, bool rotateAroundT
|
||||
// Rotates the camera around its forward vector
|
||||
// Roll is "turning your head sideways to the left or right"
|
||||
// Note: angle must be provided in radians
|
||||
void CameraRoll( Camera* camera, float angle )
|
||||
void camera_roll( Camera* camera, f32 angle )
|
||||
{
|
||||
// Rotation axis
|
||||
Vector3 forward = GetCameraForward( camera );
|
||||
|
||||
// Rotate up direction around forward axis
|
||||
@ -427,13 +433,13 @@ void CameraRoll( Camera* camera, float angle )
|
||||
}
|
||||
|
||||
// Returns the camera view matrix
|
||||
Matrix GetCameraViewMatrix( Camera* camera )
|
||||
Matrix get_camera_view_matrix( Camera* camera )
|
||||
{
|
||||
return MatrixLookAt( camera->position, camera->target, camera->up );
|
||||
}
|
||||
|
||||
// Returns the camera projection matrix
|
||||
Matrix GetCameraProjectionMatrix( Camera* camera, float aspect )
|
||||
Matrix get_camera_projection_matrix( Camera* camera, f32 aspect )
|
||||
{
|
||||
if ( camera->projection == CAMERA_PERSPECTIVE )
|
||||
{
|
||||
@ -453,7 +459,7 @@ Matrix GetCameraProjectionMatrix( Camera* camera, float aspect )
|
||||
#if ! defined( RCAMERA_STANDALONE )
|
||||
// Update camera position for selected mode
|
||||
// Camera mode: CAMERA_FREE, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON, CAMERA_ORBITAL or CUSTOM
|
||||
void UpdateCamera( Camera* camera, int mode )
|
||||
void update_camera( Camera* camera, s32 mode )
|
||||
{
|
||||
Vector2 mousePositionDelta = GetMouseDelta();
|
||||
|
||||
@ -560,20 +566,12 @@ void UpdateCamera( Camera* camera, int mode )
|
||||
CameraMoveToTarget( camera, -2.0f );
|
||||
}
|
||||
}
|
||||
#endif // !RCAMERA_STANDALONE
|
||||
#endif
|
||||
// !RCAMERA_STANDALONE
|
||||
|
||||
// Update camera movement, movement/rotation values should be provided by user
|
||||
void UpdateCameraPro( Camera* camera, Vector3 movement, Vector3 rotation, float zoom )
|
||||
void update_camera_pro( Camera* camera, Vector3 movement, Vector3 rotation, f32 zoom )
|
||||
{
|
||||
// Required values
|
||||
// movement.x - Move forward/backward
|
||||
// movement.y - Move right/left
|
||||
// movement.z - Move up/down
|
||||
// rotation.x - yaw
|
||||
// rotation.y - pitch
|
||||
// rotation.z - roll
|
||||
// zoom - Move towards target
|
||||
|
||||
bool lockView = true;
|
||||
bool rotateAroundTarget = false;
|
||||
bool rotateUp = false;
|
||||
@ -593,4 +591,5 @@ void UpdateCameraPro( Camera* camera, Vector3 movement, Vector3 rotation, float
|
||||
CameraMoveToTarget( camera, zoom );
|
||||
}
|
||||
|
||||
#endif // RCAMERA_IMPLEMENTATION
|
||||
#endif
|
||||
// RCAMERA_IMPLEMENTATION
|
||||
|
@ -9,6 +9,7 @@
|
||||
constexpr char const* path_config = "config.h";
|
||||
constexpr char const* path_raylib = "raylib.h";
|
||||
constexpr char const* path_raymath = "raymath.h";
|
||||
constexpr char const* path_rcamera = "rcamera.h";
|
||||
constexpr char const* path_rcore = "rcore.h";
|
||||
constexpr char const* path_rgestures = "rgestures.h";
|
||||
constexpr char const* path_rgl = "rgl.h";
|
||||
@ -207,7 +208,7 @@ void refactor_file( char const* path )
|
||||
|
||||
String name_scratch = String::make_reserve( GlobalAllocator, kilobytes(1) );
|
||||
|
||||
// CodeBody includes
|
||||
// CodeBody includes
|
||||
// CodeBody nspace_body = def_body( ECode::Namespace );
|
||||
CodeBody new_code = def_body( ECode::Global_Body );
|
||||
|
||||
@ -283,6 +284,7 @@ int gen_main()
|
||||
refactor_file( path_config );
|
||||
refactor_file( path_raylib );
|
||||
refactor_file( path_raymath );
|
||||
refactor_file( path_rcamera );
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -111,7 +111,7 @@ function setup-raylib {
|
||||
$build_result = build-simple $path_build $includes $compiler_args $linker_args $unit $executable
|
||||
Push-Location $path_raylib_src
|
||||
if ( Test-Path( $executable ) ) {
|
||||
$time_taken = Measure-Command { & $executable
|
||||
Measure-Command { & $executable
|
||||
| ForEach-Object {
|
||||
write-host `t $_ -ForegroundColor Green
|
||||
}
|
||||
|
@ -3655,7 +3655,6 @@ CodeVar parse_variable_after_name(
|
||||
eat( TokType::Statement_End );
|
||||
|
||||
// Check for inline comment : <type> <identifier> = <expression>; // <inline comment>
|
||||
CodeComment inline_cmt = NoCode;
|
||||
if ( left && ( currtok_noskip.Type == TokType::Comment ) && currtok_noskip.Line == stmt_end.Line )
|
||||
{
|
||||
inline_cmt = parse_comment();
|
||||
|
Loading…
Reference in New Issue
Block a user