voxel-test/src/lib_helpers/raylib_helper.zig

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pub const raylib = @cImport({
@cInclude("raylib.h");
@cInclude("raymath.h");
});
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pub const v3 = struct {
pub inline fn new(x: f32, y: f32, z: f32) raylib.Vector3 {
return raylib.Vector3{ .x = x, .y = y, .z = z };
}
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pub inline fn newShifted(x: f32, y: f32, z: f32, comptime d: comptime_int) raylib.Vector3 {
if (d % 3 == 0) {
return new(x, y, z);
} else if (d % 3 == 1) {
return new(y, z, x);
} else if (d % 3 == 2) {
return new(z, x, y);
}
}
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pub inline fn add(a: raylib.Vector3, b: raylib.Vector3) raylib.Vector3 {
return raylib.Vector3Add(a, b);
}
pub inline fn sub(a: raylib.Vector3, b: raylib.Vector3) raylib.Vector3 {
return raylib.Vector3Subtract(a, b);
}
pub inline fn neg(a: raylib.Vector3) raylib.Vector3 {
return raylib.Vector3Negate(a);
}
pub inline fn scl(a: raylib.Vector3, b: f32) raylib.Vector3 {
return raylib.Vector3Scale(a, b);
}
pub inline fn nor(a: raylib.Vector3) raylib.Vector3 {
return raylib.Vector3Normalize(a);
}
pub inline fn cross(a: raylib.Vector3, b: raylib.Vector3) raylib.Vector3 {
return raylib.Vector3CrossProduct(a, b);
}
pub inline fn rotate(vec: raylib.Vector3, axis: raylib.Vector3, angle: f32) raylib.Vector3 {
return raylib.Vector3RotateByAxisAngle(vec, axis, angle);
}
};