From e5f437d05e8277861ea85e6c8d2ede32c4be32ef Mon Sep 17 00:00:00 2001 From: jussi Date: Fri, 19 Aug 2022 16:20:59 +0300 Subject: New math functions. --- API.md | 151 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 151 insertions(+) (limited to 'API.md') diff --git a/API.md b/API.md index d5041a4..793d6c2 100644 --- a/API.md +++ b/API.md @@ -4726,6 +4726,24 @@ Remap input value within input range to output range --- +> result = RL_Wrap( float value, float min, float max ) + +Wrap input value from min to max + +- Failure return false +- Success return float + +--- + +> result = RL_FloatEquals( float x, float y ) + +Check whether two given floats are almost equal + +- Failure return false +- Success return int + +--- + ## Math - Vector2 --- @@ -4818,6 +4836,15 @@ Calculate distance between two vectors --- +> result = RL_Vector2DistanceSqr( Vector2 v1, Vector2 v2 ) + +Calculate square distance between two vectors + +- Failure return false +- Success return float + +--- + > result = RL_Vector2Angle( Vector2 v1, Vector2 v2 ) Calculate angle from two vectors @@ -4872,6 +4899,15 @@ Normalize provided vector --- +> result = RL_Vector2Transform( Vector2 v, Matrix mat ) + +Transforms a Vector2 by a given Matrix + +- Failure return false +- Success return Vector2 + +--- + > result = RL_Vector2Lerp( Vector2 v1, Vector2 v2, float amount ) Calculate linear interpolation between two vectors @@ -4908,6 +4944,43 @@ Move Vector towards target --- +> result = RL_Vector2Invert( Vector2 v ) + +Invert the given vector + +- Failure return false +- Success return Vector2 + +--- + +> result = RL_Vector2Clamp( Vector2 v, Vector2 min, Vector2 max ) + +Clamp the components of the vector between +min and max values specified by the given vectors + +- Failure return false +- Success return Vector2 + +--- + +> result = RL_Vector2ClampValue( Vector2 v, float min, float max ) + +Clamp the magnitude of the vector between two min and max values + +- Failure return false +- Success return Vector2 + +--- + +> result = RL_Vector2Equals( Vector2 v1, Vector2 v2 ) + +Check whether two given vectors are almost equal + +- Failure return false +- Success return int + +--- + ## Math - Vector 3 --- @@ -5036,6 +5109,15 @@ Calculate distance between two vectors --- +> result = RL_Vector3DistanceSqr( Vector3 v1, Vector3 v2 ) + +Calculate square distance between two vectors + +- Failure return false +- Success return float + +--- + > result = RL_Vector3Angle( Vector3 v1, Vector3 v2 ) Calculate angle between two vectors @@ -5100,6 +5182,15 @@ Transform a vector by quaternion rotation --- +> result = RL_Vector3RotateByAxisAngle( Vector3 v, Vector3 axis, float angle ) + +Rotates a vector around an axis + +- Failure return false +- Success return Vector3 + +--- + > result = RL_Vector3Lerp( Vector3 v1, Vector3 v2, float amount ) Calculate linear interpolation between two vectors @@ -5156,6 +5247,57 @@ NOTE: We are avoiding calling other raymath functions despite available --- +> result = RL_Vector3Invert( Vector3 v ) + +Invert the given vector + +- Failure return false +- Success return Vector3 + +--- + +> result = RL_Vector3Clamp( Vector3 v, Vector3 min, Vector3 max ) + +Clamp the components of the vector between +min and max values specified by the given vectors + +- Failure return false +- Success return Vector3 + +--- + +> result = RL_Vector3ClampValue( Vector3 v, float min, float max ) + +Clamp the magnitude of the vector between two values + +- Failure return false +- Success return Vector3 + +--- + +> result = RL_Vector3Equals( Vector3 v1, Vector3 v2 ) + +Check whether two given vectors are almost equal + +- Failure return false +- Success return int + +--- + +> result = RL_Vector3Refract( Vector3 v, Vector3 n, float r ) + +Compute the direction of a refracted ray where v specifies the +normalized direction of the incoming ray, n specifies the +normalized normal vector of the interface of two optical media, +and r specifies the ratio of the refractive index of the medium +from where the ray comes to the refractive index of the medium +on the other side of the surface + +- Failure return false +- Success return Vector3 + +--- + ## Math - Matrix --- @@ -5543,6 +5685,15 @@ Transform a quaternion given a transformation matrix --- +> result = RL_QuaternionEquals( Quaternion q1, Quaternion q2 ) + +Check whether two given quaternions are almost equal + +- Failure return false +- Success return int + +--- + ## Gui - Global --- -- cgit v1.2.3