Mercurial
comparison third_party/raylib/raylib-5.5_win64/include/raymath.h @ 61:9df5587cf23b
[Color game] It can compile on windows now.
| author | June Park <me@mrjunejune.com> |
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| date | Sat, 20 Dec 2025 21:07:34 -0500 |
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| 60:d64a8c189a77 | 61:9df5587cf23b |
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| 1 /********************************************************************************************** | |
| 2 * | |
| 3 * raymath v2.0 - Math functions to work with Vector2, Vector3, Matrix and Quaternions | |
| 4 * | |
| 5 * CONVENTIONS: | |
| 6 * - Matrix structure is defined as row-major (memory layout) but parameters naming AND all | |
| 7 * math operations performed by the library consider the structure as it was column-major | |
| 8 * It is like transposed versions of the matrices are used for all the maths | |
| 9 * It benefits some functions making them cache-friendly and also avoids matrix | |
| 10 * transpositions sometimes required by OpenGL | |
| 11 * Example: In memory order, row0 is [m0 m4 m8 m12] but in semantic math row0 is [m0 m1 m2 m3] | |
| 12 * - Functions are always self-contained, no function use another raymath function inside, | |
| 13 * required code is directly re-implemented inside | |
| 14 * - Functions input parameters are always received by value (2 unavoidable exceptions) | |
| 15 * - Functions use always a "result" variable for return (except C++ operators) | |
| 16 * - Functions are always defined inline | |
| 17 * - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience) | |
| 18 * - No compound literals used to make sure libray is compatible with C++ | |
| 19 * | |
| 20 * CONFIGURATION: | |
| 21 * #define RAYMATH_IMPLEMENTATION | |
| 22 * Generates the implementation of the library into the included file. | |
| 23 * If not defined, the library is in header only mode and can be included in other headers | |
| 24 * or source files without problems. But only ONE file should hold the implementation. | |
| 25 * | |
| 26 * #define RAYMATH_STATIC_INLINE | |
| 27 * Define static inline functions code, so #include header suffices for use. | |
| 28 * This may use up lots of memory. | |
| 29 * | |
| 30 * #define RAYMATH_DISABLE_CPP_OPERATORS | |
| 31 * Disables C++ operator overloads for raymath types. | |
| 32 * | |
| 33 * LICENSE: zlib/libpng | |
| 34 * | |
| 35 * Copyright (c) 2015-2024 Ramon Santamaria (@raysan5) | |
| 36 * | |
| 37 * This software is provided "as-is", without any express or implied warranty. In no event | |
| 38 * will the authors be held liable for any damages arising from the use of this software. | |
| 39 * | |
| 40 * Permission is granted to anyone to use this software for any purpose, including commercial | |
| 41 * applications, and to alter it and redistribute it freely, subject to the following restrictions: | |
| 42 * | |
| 43 * 1. The origin of this software must not be misrepresented; you must not claim that you | |
| 44 * wrote the original software. If you use this software in a product, an acknowledgment | |
| 45 * in the product documentation would be appreciated but is not required. | |
| 46 * | |
| 47 * 2. Altered source versions must be plainly marked as such, and must not be misrepresented | |
| 48 * as being the original software. | |
| 49 * | |
| 50 * 3. This notice may not be removed or altered from any source distribution. | |
| 51 * | |
| 52 **********************************************************************************************/ | |
| 53 | |
| 54 #ifndef RAYMATH_H | |
| 55 #define RAYMATH_H | |
| 56 | |
| 57 #if defined(RAYMATH_IMPLEMENTATION) && defined(RAYMATH_STATIC_INLINE) | |
| 58 #error "Specifying both RAYMATH_IMPLEMENTATION and RAYMATH_STATIC_INLINE is contradictory" | |
| 59 #endif | |
| 60 | |
| 61 // Function specifiers definition | |
| 62 #if defined(RAYMATH_IMPLEMENTATION) | |
| 63 #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED) | |
| 64 #define RMAPI __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll) | |
| 65 #elif defined(BUILD_LIBTYPE_SHARED) | |
| 66 #define RMAPI __attribute__((visibility("default"))) // We are building raylib as a Unix shared library (.so/.dylib) | |
| 67 #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED) | |
| 68 #define RMAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll) | |
| 69 #else | |
| 70 #define RMAPI extern inline // Provide external definition | |
| 71 #endif | |
| 72 #elif defined(RAYMATH_STATIC_INLINE) | |
| 73 #define RMAPI static inline // Functions may be inlined, no external out-of-line definition | |
| 74 #else | |
| 75 #if defined(__TINYC__) | |
| 76 #define RMAPI static inline // plain inline not supported by tinycc (See issue #435) | |
| 77 #else | |
| 78 #define RMAPI inline // Functions may be inlined or external definition used | |
| 79 #endif | |
| 80 #endif | |
| 81 | |
| 82 | |
| 83 //---------------------------------------------------------------------------------- | |
| 84 // Defines and Macros | |
| 85 //---------------------------------------------------------------------------------- | |
| 86 #ifndef PI | |
| 87 #define PI 3.14159265358979323846f | |
| 88 #endif | |
| 89 | |
| 90 #ifndef EPSILON | |
| 91 #define EPSILON 0.000001f | |
| 92 #endif | |
| 93 | |
| 94 #ifndef DEG2RAD | |
| 95 #define DEG2RAD (PI/180.0f) | |
| 96 #endif | |
| 97 | |
| 98 #ifndef RAD2DEG | |
| 99 #define RAD2DEG (180.0f/PI) | |
| 100 #endif | |
| 101 | |
| 102 // Get float vector for Matrix | |
| 103 #ifndef MatrixToFloat | |
| 104 #define MatrixToFloat(mat) (MatrixToFloatV(mat).v) | |
| 105 #endif | |
| 106 | |
| 107 // Get float vector for Vector3 | |
| 108 #ifndef Vector3ToFloat | |
| 109 #define Vector3ToFloat(vec) (Vector3ToFloatV(vec).v) | |
| 110 #endif | |
| 111 | |
| 112 //---------------------------------------------------------------------------------- | |
| 113 // Types and Structures Definition | |
| 114 //---------------------------------------------------------------------------------- | |
| 115 #if !defined(RL_VECTOR2_TYPE) | |
| 116 // Vector2 type | |
| 117 typedef struct Vector2 { | |
| 118 float x; | |
| 119 float y; | |
| 120 } Vector2; | |
| 121 #define RL_VECTOR2_TYPE | |
| 122 #endif | |
| 123 | |
| 124 #if !defined(RL_VECTOR3_TYPE) | |
| 125 // Vector3 type | |
| 126 typedef struct Vector3 { | |
| 127 float x; | |
| 128 float y; | |
| 129 float z; | |
| 130 } Vector3; | |
| 131 #define RL_VECTOR3_TYPE | |
| 132 #endif | |
| 133 | |
| 134 #if !defined(RL_VECTOR4_TYPE) | |
| 135 // Vector4 type | |
| 136 typedef struct Vector4 { | |
| 137 float x; | |
| 138 float y; | |
| 139 float z; | |
| 140 float w; | |
| 141 } Vector4; | |
| 142 #define RL_VECTOR4_TYPE | |
| 143 #endif | |
| 144 | |
| 145 #if !defined(RL_QUATERNION_TYPE) | |
| 146 // Quaternion type | |
| 147 typedef Vector4 Quaternion; | |
| 148 #define RL_QUATERNION_TYPE | |
| 149 #endif | |
| 150 | |
| 151 #if !defined(RL_MATRIX_TYPE) | |
| 152 // Matrix type (OpenGL style 4x4 - right handed, column major) | |
| 153 typedef struct Matrix { | |
| 154 float m0, m4, m8, m12; // Matrix first row (4 components) | |
| 155 float m1, m5, m9, m13; // Matrix second row (4 components) | |
| 156 float m2, m6, m10, m14; // Matrix third row (4 components) | |
| 157 float m3, m7, m11, m15; // Matrix fourth row (4 components) | |
| 158 } Matrix; | |
| 159 #define RL_MATRIX_TYPE | |
| 160 #endif | |
| 161 | |
| 162 // NOTE: Helper types to be used instead of array return types for *ToFloat functions | |
| 163 typedef struct float3 { | |
| 164 float v[3]; | |
| 165 } float3; | |
| 166 | |
| 167 typedef struct float16 { | |
| 168 float v[16]; | |
| 169 } float16; | |
| 170 | |
| 171 #include <math.h> // Required for: sinf(), cosf(), tan(), atan2f(), sqrtf(), floor(), fminf(), fmaxf(), fabsf() | |
| 172 | |
| 173 //---------------------------------------------------------------------------------- | |
| 174 // Module Functions Definition - Utils math | |
| 175 //---------------------------------------------------------------------------------- | |
| 176 | |
| 177 // Clamp float value | |
| 178 RMAPI float Clamp(float value, float min, float max) | |
| 179 { | |
| 180 float result = (value < min)? min : value; | |
| 181 | |
| 182 if (result > max) result = max; | |
| 183 | |
| 184 return result; | |
| 185 } | |
| 186 | |
| 187 // Calculate linear interpolation between two floats | |
| 188 RMAPI float Lerp(float start, float end, float amount) | |
| 189 { | |
| 190 float result = start + amount*(end - start); | |
| 191 | |
| 192 return result; | |
| 193 } | |
| 194 | |
| 195 // Normalize input value within input range | |
| 196 RMAPI float Normalize(float value, float start, float end) | |
| 197 { | |
| 198 float result = (value - start)/(end - start); | |
| 199 | |
| 200 return result; | |
| 201 } | |
| 202 | |
| 203 // Remap input value within input range to output range | |
| 204 RMAPI float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd) | |
| 205 { | |
| 206 float result = (value - inputStart)/(inputEnd - inputStart)*(outputEnd - outputStart) + outputStart; | |
| 207 | |
| 208 return result; | |
| 209 } | |
| 210 | |
| 211 // Wrap input value from min to max | |
| 212 RMAPI float Wrap(float value, float min, float max) | |
| 213 { | |
| 214 float result = value - (max - min)*floorf((value - min)/(max - min)); | |
| 215 | |
| 216 return result; | |
| 217 } | |
| 218 | |
| 219 // Check whether two given floats are almost equal | |
| 220 RMAPI int FloatEquals(float x, float y) | |
| 221 { | |
| 222 #if !defined(EPSILON) | |
| 223 #define EPSILON 0.000001f | |
| 224 #endif | |
| 225 | |
| 226 int result = (fabsf(x - y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(x), fabsf(y)))); | |
| 227 | |
| 228 return result; | |
| 229 } | |
| 230 | |
| 231 //---------------------------------------------------------------------------------- | |
| 232 // Module Functions Definition - Vector2 math | |
| 233 //---------------------------------------------------------------------------------- | |
| 234 | |
| 235 // Vector with components value 0.0f | |
| 236 RMAPI Vector2 Vector2Zero(void) | |
| 237 { | |
| 238 Vector2 result = { 0.0f, 0.0f }; | |
| 239 | |
| 240 return result; | |
| 241 } | |
| 242 | |
| 243 // Vector with components value 1.0f | |
| 244 RMAPI Vector2 Vector2One(void) | |
| 245 { | |
| 246 Vector2 result = { 1.0f, 1.0f }; | |
| 247 | |
| 248 return result; | |
| 249 } | |
| 250 | |
| 251 // Add two vectors (v1 + v2) | |
| 252 RMAPI Vector2 Vector2Add(Vector2 v1, Vector2 v2) | |
| 253 { | |
| 254 Vector2 result = { v1.x + v2.x, v1.y + v2.y }; | |
| 255 | |
| 256 return result; | |
| 257 } | |
| 258 | |
| 259 // Add vector and float value | |
| 260 RMAPI Vector2 Vector2AddValue(Vector2 v, float add) | |
| 261 { | |
| 262 Vector2 result = { v.x + add, v.y + add }; | |
| 263 | |
| 264 return result; | |
| 265 } | |
| 266 | |
| 267 // Subtract two vectors (v1 - v2) | |
| 268 RMAPI Vector2 Vector2Subtract(Vector2 v1, Vector2 v2) | |
| 269 { | |
| 270 Vector2 result = { v1.x - v2.x, v1.y - v2.y }; | |
| 271 | |
| 272 return result; | |
| 273 } | |
| 274 | |
| 275 // Subtract vector by float value | |
| 276 RMAPI Vector2 Vector2SubtractValue(Vector2 v, float sub) | |
| 277 { | |
| 278 Vector2 result = { v.x - sub, v.y - sub }; | |
| 279 | |
| 280 return result; | |
| 281 } | |
| 282 | |
| 283 // Calculate vector length | |
| 284 RMAPI float Vector2Length(Vector2 v) | |
| 285 { | |
| 286 float result = sqrtf((v.x*v.x) + (v.y*v.y)); | |
| 287 | |
| 288 return result; | |
| 289 } | |
| 290 | |
| 291 // Calculate vector square length | |
| 292 RMAPI float Vector2LengthSqr(Vector2 v) | |
| 293 { | |
| 294 float result = (v.x*v.x) + (v.y*v.y); | |
| 295 | |
| 296 return result; | |
| 297 } | |
| 298 | |
| 299 // Calculate two vectors dot product | |
| 300 RMAPI float Vector2DotProduct(Vector2 v1, Vector2 v2) | |
| 301 { | |
| 302 float result = (v1.x*v2.x + v1.y*v2.y); | |
| 303 | |
| 304 return result; | |
| 305 } | |
| 306 | |
| 307 // Calculate distance between two vectors | |
| 308 RMAPI float Vector2Distance(Vector2 v1, Vector2 v2) | |
| 309 { | |
| 310 float result = sqrtf((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y)); | |
| 311 | |
| 312 return result; | |
| 313 } | |
| 314 | |
| 315 // Calculate square distance between two vectors | |
| 316 RMAPI float Vector2DistanceSqr(Vector2 v1, Vector2 v2) | |
| 317 { | |
| 318 float result = ((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y)); | |
| 319 | |
| 320 return result; | |
| 321 } | |
| 322 | |
| 323 // Calculate angle between two vectors | |
| 324 // NOTE: Angle is calculated from origin point (0, 0) | |
| 325 RMAPI float Vector2Angle(Vector2 v1, Vector2 v2) | |
| 326 { | |
| 327 float result = 0.0f; | |
| 328 | |
| 329 float dot = v1.x*v2.x + v1.y*v2.y; | |
| 330 float det = v1.x*v2.y - v1.y*v2.x; | |
| 331 | |
| 332 result = atan2f(det, dot); | |
| 333 | |
| 334 return result; | |
| 335 } | |
| 336 | |
| 337 // Calculate angle defined by a two vectors line | |
| 338 // NOTE: Parameters need to be normalized | |
| 339 // Current implementation should be aligned with glm::angle | |
| 340 RMAPI float Vector2LineAngle(Vector2 start, Vector2 end) | |
| 341 { | |
| 342 float result = 0.0f; | |
| 343 | |
| 344 // TODO(10/9/2023): Currently angles move clockwise, determine if this is wanted behavior | |
| 345 result = -atan2f(end.y - start.y, end.x - start.x); | |
| 346 | |
| 347 return result; | |
| 348 } | |
| 349 | |
| 350 // Scale vector (multiply by value) | |
| 351 RMAPI Vector2 Vector2Scale(Vector2 v, float scale) | |
| 352 { | |
| 353 Vector2 result = { v.x*scale, v.y*scale }; | |
| 354 | |
| 355 return result; | |
| 356 } | |
| 357 | |
| 358 // Multiply vector by vector | |
| 359 RMAPI Vector2 Vector2Multiply(Vector2 v1, Vector2 v2) | |
| 360 { | |
| 361 Vector2 result = { v1.x*v2.x, v1.y*v2.y }; | |
| 362 | |
| 363 return result; | |
| 364 } | |
| 365 | |
| 366 // Negate vector | |
| 367 RMAPI Vector2 Vector2Negate(Vector2 v) | |
| 368 { | |
| 369 Vector2 result = { -v.x, -v.y }; | |
| 370 | |
| 371 return result; | |
| 372 } | |
| 373 | |
| 374 // Divide vector by vector | |
| 375 RMAPI Vector2 Vector2Divide(Vector2 v1, Vector2 v2) | |
| 376 { | |
| 377 Vector2 result = { v1.x/v2.x, v1.y/v2.y }; | |
| 378 | |
| 379 return result; | |
| 380 } | |
| 381 | |
| 382 // Normalize provided vector | |
| 383 RMAPI Vector2 Vector2Normalize(Vector2 v) | |
| 384 { | |
| 385 Vector2 result = { 0 }; | |
| 386 float length = sqrtf((v.x*v.x) + (v.y*v.y)); | |
| 387 | |
| 388 if (length > 0) | |
| 389 { | |
| 390 float ilength = 1.0f/length; | |
| 391 result.x = v.x*ilength; | |
| 392 result.y = v.y*ilength; | |
| 393 } | |
| 394 | |
| 395 return result; | |
| 396 } | |
| 397 | |
| 398 // Transforms a Vector2 by a given Matrix | |
| 399 RMAPI Vector2 Vector2Transform(Vector2 v, Matrix mat) | |
| 400 { | |
| 401 Vector2 result = { 0 }; | |
| 402 | |
| 403 float x = v.x; | |
| 404 float y = v.y; | |
| 405 float z = 0; | |
| 406 | |
| 407 result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12; | |
| 408 result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13; | |
| 409 | |
| 410 return result; | |
| 411 } | |
| 412 | |
| 413 // Calculate linear interpolation between two vectors | |
| 414 RMAPI Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount) | |
| 415 { | |
| 416 Vector2 result = { 0 }; | |
| 417 | |
| 418 result.x = v1.x + amount*(v2.x - v1.x); | |
| 419 result.y = v1.y + amount*(v2.y - v1.y); | |
| 420 | |
| 421 return result; | |
| 422 } | |
| 423 | |
| 424 // Calculate reflected vector to normal | |
| 425 RMAPI Vector2 Vector2Reflect(Vector2 v, Vector2 normal) | |
| 426 { | |
| 427 Vector2 result = { 0 }; | |
| 428 | |
| 429 float dotProduct = (v.x*normal.x + v.y*normal.y); // Dot product | |
| 430 | |
| 431 result.x = v.x - (2.0f*normal.x)*dotProduct; | |
| 432 result.y = v.y - (2.0f*normal.y)*dotProduct; | |
| 433 | |
| 434 return result; | |
| 435 } | |
| 436 | |
| 437 // Get min value for each pair of components | |
| 438 RMAPI Vector2 Vector2Min(Vector2 v1, Vector2 v2) | |
| 439 { | |
| 440 Vector2 result = { 0 }; | |
| 441 | |
| 442 result.x = fminf(v1.x, v2.x); | |
| 443 result.y = fminf(v1.y, v2.y); | |
| 444 | |
| 445 return result; | |
| 446 } | |
| 447 | |
| 448 // Get max value for each pair of components | |
| 449 RMAPI Vector2 Vector2Max(Vector2 v1, Vector2 v2) | |
| 450 { | |
| 451 Vector2 result = { 0 }; | |
| 452 | |
| 453 result.x = fmaxf(v1.x, v2.x); | |
| 454 result.y = fmaxf(v1.y, v2.y); | |
| 455 | |
| 456 return result; | |
| 457 } | |
| 458 | |
| 459 // Rotate vector by angle | |
| 460 RMAPI Vector2 Vector2Rotate(Vector2 v, float angle) | |
| 461 { | |
| 462 Vector2 result = { 0 }; | |
| 463 | |
| 464 float cosres = cosf(angle); | |
| 465 float sinres = sinf(angle); | |
| 466 | |
| 467 result.x = v.x*cosres - v.y*sinres; | |
| 468 result.y = v.x*sinres + v.y*cosres; | |
| 469 | |
| 470 return result; | |
| 471 } | |
| 472 | |
| 473 // Move Vector towards target | |
| 474 RMAPI Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance) | |
| 475 { | |
| 476 Vector2 result = { 0 }; | |
| 477 | |
| 478 float dx = target.x - v.x; | |
| 479 float dy = target.y - v.y; | |
| 480 float value = (dx*dx) + (dy*dy); | |
| 481 | |
| 482 if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target; | |
| 483 | |
| 484 float dist = sqrtf(value); | |
| 485 | |
| 486 result.x = v.x + dx/dist*maxDistance; | |
| 487 result.y = v.y + dy/dist*maxDistance; | |
| 488 | |
| 489 return result; | |
| 490 } | |
| 491 | |
| 492 // Invert the given vector | |
| 493 RMAPI Vector2 Vector2Invert(Vector2 v) | |
| 494 { | |
| 495 Vector2 result = { 1.0f/v.x, 1.0f/v.y }; | |
| 496 | |
| 497 return result; | |
| 498 } | |
| 499 | |
| 500 // Clamp the components of the vector between | |
| 501 // min and max values specified by the given vectors | |
| 502 RMAPI Vector2 Vector2Clamp(Vector2 v, Vector2 min, Vector2 max) | |
| 503 { | |
| 504 Vector2 result = { 0 }; | |
| 505 | |
| 506 result.x = fminf(max.x, fmaxf(min.x, v.x)); | |
| 507 result.y = fminf(max.y, fmaxf(min.y, v.y)); | |
| 508 | |
| 509 return result; | |
| 510 } | |
| 511 | |
| 512 // Clamp the magnitude of the vector between two min and max values | |
| 513 RMAPI Vector2 Vector2ClampValue(Vector2 v, float min, float max) | |
| 514 { | |
| 515 Vector2 result = v; | |
| 516 | |
| 517 float length = (v.x*v.x) + (v.y*v.y); | |
| 518 if (length > 0.0f) | |
| 519 { | |
| 520 length = sqrtf(length); | |
| 521 | |
| 522 float scale = 1; // By default, 1 as the neutral element. | |
| 523 if (length < min) | |
| 524 { | |
| 525 scale = min/length; | |
| 526 } | |
| 527 else if (length > max) | |
| 528 { | |
| 529 scale = max/length; | |
| 530 } | |
| 531 | |
| 532 result.x = v.x*scale; | |
| 533 result.y = v.y*scale; | |
| 534 } | |
| 535 | |
| 536 return result; | |
| 537 } | |
| 538 | |
| 539 // Check whether two given vectors are almost equal | |
| 540 RMAPI int Vector2Equals(Vector2 p, Vector2 q) | |
| 541 { | |
| 542 #if !defined(EPSILON) | |
| 543 #define EPSILON 0.000001f | |
| 544 #endif | |
| 545 | |
| 546 int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) && | |
| 547 ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))); | |
| 548 | |
| 549 return result; | |
| 550 } | |
| 551 | |
| 552 // Compute the direction of a refracted ray | |
| 553 // v: normalized direction of the incoming ray | |
| 554 // n: normalized normal vector of the interface of two optical media | |
| 555 // r: ratio of the refractive index of the medium from where the ray comes | |
| 556 // to the refractive index of the medium on the other side of the surface | |
| 557 RMAPI Vector2 Vector2Refract(Vector2 v, Vector2 n, float r) | |
| 558 { | |
| 559 Vector2 result = { 0 }; | |
| 560 | |
| 561 float dot = v.x*n.x + v.y*n.y; | |
| 562 float d = 1.0f - r*r*(1.0f - dot*dot); | |
| 563 | |
| 564 if (d >= 0.0f) | |
| 565 { | |
| 566 d = sqrtf(d); | |
| 567 v.x = r*v.x - (r*dot + d)*n.x; | |
| 568 v.y = r*v.y - (r*dot + d)*n.y; | |
| 569 | |
| 570 result = v; | |
| 571 } | |
| 572 | |
| 573 return result; | |
| 574 } | |
| 575 | |
| 576 | |
| 577 //---------------------------------------------------------------------------------- | |
| 578 // Module Functions Definition - Vector3 math | |
| 579 //---------------------------------------------------------------------------------- | |
| 580 | |
| 581 // Vector with components value 0.0f | |
| 582 RMAPI Vector3 Vector3Zero(void) | |
| 583 { | |
| 584 Vector3 result = { 0.0f, 0.0f, 0.0f }; | |
| 585 | |
| 586 return result; | |
| 587 } | |
| 588 | |
| 589 // Vector with components value 1.0f | |
| 590 RMAPI Vector3 Vector3One(void) | |
| 591 { | |
| 592 Vector3 result = { 1.0f, 1.0f, 1.0f }; | |
| 593 | |
| 594 return result; | |
| 595 } | |
| 596 | |
| 597 // Add two vectors | |
| 598 RMAPI Vector3 Vector3Add(Vector3 v1, Vector3 v2) | |
| 599 { | |
| 600 Vector3 result = { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z }; | |
| 601 | |
| 602 return result; | |
| 603 } | |
| 604 | |
| 605 // Add vector and float value | |
| 606 RMAPI Vector3 Vector3AddValue(Vector3 v, float add) | |
| 607 { | |
| 608 Vector3 result = { v.x + add, v.y + add, v.z + add }; | |
| 609 | |
| 610 return result; | |
| 611 } | |
| 612 | |
| 613 // Subtract two vectors | |
| 614 RMAPI Vector3 Vector3Subtract(Vector3 v1, Vector3 v2) | |
| 615 { | |
| 616 Vector3 result = { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z }; | |
| 617 | |
| 618 return result; | |
| 619 } | |
| 620 | |
| 621 // Subtract vector by float value | |
| 622 RMAPI Vector3 Vector3SubtractValue(Vector3 v, float sub) | |
| 623 { | |
| 624 Vector3 result = { v.x - sub, v.y - sub, v.z - sub }; | |
| 625 | |
| 626 return result; | |
| 627 } | |
| 628 | |
| 629 // Multiply vector by scalar | |
| 630 RMAPI Vector3 Vector3Scale(Vector3 v, float scalar) | |
| 631 { | |
| 632 Vector3 result = { v.x*scalar, v.y*scalar, v.z*scalar }; | |
| 633 | |
| 634 return result; | |
| 635 } | |
| 636 | |
| 637 // Multiply vector by vector | |
| 638 RMAPI Vector3 Vector3Multiply(Vector3 v1, Vector3 v2) | |
| 639 { | |
| 640 Vector3 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z }; | |
| 641 | |
| 642 return result; | |
| 643 } | |
| 644 | |
| 645 // Calculate two vectors cross product | |
| 646 RMAPI Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2) | |
| 647 { | |
| 648 Vector3 result = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x }; | |
| 649 | |
| 650 return result; | |
| 651 } | |
| 652 | |
| 653 // Calculate one vector perpendicular vector | |
| 654 RMAPI Vector3 Vector3Perpendicular(Vector3 v) | |
| 655 { | |
| 656 Vector3 result = { 0 }; | |
| 657 | |
| 658 float min = fabsf(v.x); | |
| 659 Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f}; | |
| 660 | |
| 661 if (fabsf(v.y) < min) | |
| 662 { | |
| 663 min = fabsf(v.y); | |
| 664 Vector3 tmp = {0.0f, 1.0f, 0.0f}; | |
| 665 cardinalAxis = tmp; | |
| 666 } | |
| 667 | |
| 668 if (fabsf(v.z) < min) | |
| 669 { | |
| 670 Vector3 tmp = {0.0f, 0.0f, 1.0f}; | |
| 671 cardinalAxis = tmp; | |
| 672 } | |
| 673 | |
| 674 // Cross product between vectors | |
| 675 result.x = v.y*cardinalAxis.z - v.z*cardinalAxis.y; | |
| 676 result.y = v.z*cardinalAxis.x - v.x*cardinalAxis.z; | |
| 677 result.z = v.x*cardinalAxis.y - v.y*cardinalAxis.x; | |
| 678 | |
| 679 return result; | |
| 680 } | |
| 681 | |
| 682 // Calculate vector length | |
| 683 RMAPI float Vector3Length(const Vector3 v) | |
| 684 { | |
| 685 float result = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); | |
| 686 | |
| 687 return result; | |
| 688 } | |
| 689 | |
| 690 // Calculate vector square length | |
| 691 RMAPI float Vector3LengthSqr(const Vector3 v) | |
| 692 { | |
| 693 float result = v.x*v.x + v.y*v.y + v.z*v.z; | |
| 694 | |
| 695 return result; | |
| 696 } | |
| 697 | |
| 698 // Calculate two vectors dot product | |
| 699 RMAPI float Vector3DotProduct(Vector3 v1, Vector3 v2) | |
| 700 { | |
| 701 float result = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); | |
| 702 | |
| 703 return result; | |
| 704 } | |
| 705 | |
| 706 // Calculate distance between two vectors | |
| 707 RMAPI float Vector3Distance(Vector3 v1, Vector3 v2) | |
| 708 { | |
| 709 float result = 0.0f; | |
| 710 | |
| 711 float dx = v2.x - v1.x; | |
| 712 float dy = v2.y - v1.y; | |
| 713 float dz = v2.z - v1.z; | |
| 714 result = sqrtf(dx*dx + dy*dy + dz*dz); | |
| 715 | |
| 716 return result; | |
| 717 } | |
| 718 | |
| 719 // Calculate square distance between two vectors | |
| 720 RMAPI float Vector3DistanceSqr(Vector3 v1, Vector3 v2) | |
| 721 { | |
| 722 float result = 0.0f; | |
| 723 | |
| 724 float dx = v2.x - v1.x; | |
| 725 float dy = v2.y - v1.y; | |
| 726 float dz = v2.z - v1.z; | |
| 727 result = dx*dx + dy*dy + dz*dz; | |
| 728 | |
| 729 return result; | |
| 730 } | |
| 731 | |
| 732 // Calculate angle between two vectors | |
| 733 RMAPI float Vector3Angle(Vector3 v1, Vector3 v2) | |
| 734 { | |
| 735 float result = 0.0f; | |
| 736 | |
| 737 Vector3 cross = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x }; | |
| 738 float len = sqrtf(cross.x*cross.x + cross.y*cross.y + cross.z*cross.z); | |
| 739 float dot = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); | |
| 740 result = atan2f(len, dot); | |
| 741 | |
| 742 return result; | |
| 743 } | |
| 744 | |
| 745 // Negate provided vector (invert direction) | |
| 746 RMAPI Vector3 Vector3Negate(Vector3 v) | |
| 747 { | |
| 748 Vector3 result = { -v.x, -v.y, -v.z }; | |
| 749 | |
| 750 return result; | |
| 751 } | |
| 752 | |
| 753 // Divide vector by vector | |
| 754 RMAPI Vector3 Vector3Divide(Vector3 v1, Vector3 v2) | |
| 755 { | |
| 756 Vector3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z }; | |
| 757 | |
| 758 return result; | |
| 759 } | |
| 760 | |
| 761 // Normalize provided vector | |
| 762 RMAPI Vector3 Vector3Normalize(Vector3 v) | |
| 763 { | |
| 764 Vector3 result = v; | |
| 765 | |
| 766 float length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); | |
| 767 if (length != 0.0f) | |
| 768 { | |
| 769 float ilength = 1.0f/length; | |
| 770 | |
| 771 result.x *= ilength; | |
| 772 result.y *= ilength; | |
| 773 result.z *= ilength; | |
| 774 } | |
| 775 | |
| 776 return result; | |
| 777 } | |
| 778 | |
| 779 //Calculate the projection of the vector v1 on to v2 | |
| 780 RMAPI Vector3 Vector3Project(Vector3 v1, Vector3 v2) | |
| 781 { | |
| 782 Vector3 result = { 0 }; | |
| 783 | |
| 784 float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); | |
| 785 float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z); | |
| 786 | |
| 787 float mag = v1dv2/v2dv2; | |
| 788 | |
| 789 result.x = v2.x*mag; | |
| 790 result.y = v2.y*mag; | |
| 791 result.z = v2.z*mag; | |
| 792 | |
| 793 return result; | |
| 794 } | |
| 795 | |
| 796 //Calculate the rejection of the vector v1 on to v2 | |
| 797 RMAPI Vector3 Vector3Reject(Vector3 v1, Vector3 v2) | |
| 798 { | |
| 799 Vector3 result = { 0 }; | |
| 800 | |
| 801 float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); | |
| 802 float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z); | |
| 803 | |
| 804 float mag = v1dv2/v2dv2; | |
| 805 | |
| 806 result.x = v1.x - (v2.x*mag); | |
| 807 result.y = v1.y - (v2.y*mag); | |
| 808 result.z = v1.z - (v2.z*mag); | |
| 809 | |
| 810 return result; | |
| 811 } | |
| 812 | |
| 813 // Orthonormalize provided vectors | |
| 814 // Makes vectors normalized and orthogonal to each other | |
| 815 // Gram-Schmidt function implementation | |
| 816 RMAPI void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2) | |
| 817 { | |
| 818 float length = 0.0f; | |
| 819 float ilength = 0.0f; | |
| 820 | |
| 821 // Vector3Normalize(*v1); | |
| 822 Vector3 v = *v1; | |
| 823 length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); | |
| 824 if (length == 0.0f) length = 1.0f; | |
| 825 ilength = 1.0f/length; | |
| 826 v1->x *= ilength; | |
| 827 v1->y *= ilength; | |
| 828 v1->z *= ilength; | |
| 829 | |
| 830 // Vector3CrossProduct(*v1, *v2) | |
| 831 Vector3 vn1 = { v1->y*v2->z - v1->z*v2->y, v1->z*v2->x - v1->x*v2->z, v1->x*v2->y - v1->y*v2->x }; | |
| 832 | |
| 833 // Vector3Normalize(vn1); | |
| 834 v = vn1; | |
| 835 length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); | |
| 836 if (length == 0.0f) length = 1.0f; | |
| 837 ilength = 1.0f/length; | |
| 838 vn1.x *= ilength; | |
| 839 vn1.y *= ilength; | |
| 840 vn1.z *= ilength; | |
| 841 | |
| 842 // Vector3CrossProduct(vn1, *v1) | |
| 843 Vector3 vn2 = { vn1.y*v1->z - vn1.z*v1->y, vn1.z*v1->x - vn1.x*v1->z, vn1.x*v1->y - vn1.y*v1->x }; | |
| 844 | |
| 845 *v2 = vn2; | |
| 846 } | |
| 847 | |
| 848 // Transforms a Vector3 by a given Matrix | |
| 849 RMAPI Vector3 Vector3Transform(Vector3 v, Matrix mat) | |
| 850 { | |
| 851 Vector3 result = { 0 }; | |
| 852 | |
| 853 float x = v.x; | |
| 854 float y = v.y; | |
| 855 float z = v.z; | |
| 856 | |
| 857 result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12; | |
| 858 result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13; | |
| 859 result.z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14; | |
| 860 | |
| 861 return result; | |
| 862 } | |
| 863 | |
| 864 // Transform a vector by quaternion rotation | |
| 865 RMAPI Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q) | |
| 866 { | |
| 867 Vector3 result = { 0 }; | |
| 868 | |
| 869 result.x = v.x*(q.x*q.x + q.w*q.w - q.y*q.y - q.z*q.z) + v.y*(2*q.x*q.y - 2*q.w*q.z) + v.z*(2*q.x*q.z + 2*q.w*q.y); | |
| 870 result.y = v.x*(2*q.w*q.z + 2*q.x*q.y) + v.y*(q.w*q.w - q.x*q.x + q.y*q.y - q.z*q.z) + v.z*(-2*q.w*q.x + 2*q.y*q.z); | |
| 871 result.z = v.x*(-2*q.w*q.y + 2*q.x*q.z) + v.y*(2*q.w*q.x + 2*q.y*q.z)+ v.z*(q.w*q.w - q.x*q.x - q.y*q.y + q.z*q.z); | |
| 872 | |
| 873 return result; | |
| 874 } | |
| 875 | |
| 876 // Rotates a vector around an axis | |
| 877 RMAPI Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle) | |
| 878 { | |
| 879 // Using Euler-Rodrigues Formula | |
| 880 // Ref.: https://en.wikipedia.org/w/index.php?title=Euler%E2%80%93Rodrigues_formula | |
| 881 | |
| 882 Vector3 result = v; | |
| 883 | |
| 884 // Vector3Normalize(axis); | |
| 885 float length = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z); | |
| 886 if (length == 0.0f) length = 1.0f; | |
| 887 float ilength = 1.0f/length; | |
| 888 axis.x *= ilength; | |
| 889 axis.y *= ilength; | |
| 890 axis.z *= ilength; | |
| 891 | |
| 892 angle /= 2.0f; | |
| 893 float a = sinf(angle); | |
| 894 float b = axis.x*a; | |
| 895 float c = axis.y*a; | |
| 896 float d = axis.z*a; | |
| 897 a = cosf(angle); | |
| 898 Vector3 w = { b, c, d }; | |
| 899 | |
| 900 // Vector3CrossProduct(w, v) | |
| 901 Vector3 wv = { w.y*v.z - w.z*v.y, w.z*v.x - w.x*v.z, w.x*v.y - w.y*v.x }; | |
| 902 | |
| 903 // Vector3CrossProduct(w, wv) | |
| 904 Vector3 wwv = { w.y*wv.z - w.z*wv.y, w.z*wv.x - w.x*wv.z, w.x*wv.y - w.y*wv.x }; | |
| 905 | |
| 906 // Vector3Scale(wv, 2*a) | |
| 907 a *= 2; | |
| 908 wv.x *= a; | |
| 909 wv.y *= a; | |
| 910 wv.z *= a; | |
| 911 | |
| 912 // Vector3Scale(wwv, 2) | |
| 913 wwv.x *= 2; | |
| 914 wwv.y *= 2; | |
| 915 wwv.z *= 2; | |
| 916 | |
| 917 result.x += wv.x; | |
| 918 result.y += wv.y; | |
| 919 result.z += wv.z; | |
| 920 | |
| 921 result.x += wwv.x; | |
| 922 result.y += wwv.y; | |
| 923 result.z += wwv.z; | |
| 924 | |
| 925 return result; | |
| 926 } | |
| 927 | |
| 928 // Move Vector towards target | |
| 929 RMAPI Vector3 Vector3MoveTowards(Vector3 v, Vector3 target, float maxDistance) | |
| 930 { | |
| 931 Vector3 result = { 0 }; | |
| 932 | |
| 933 float dx = target.x - v.x; | |
| 934 float dy = target.y - v.y; | |
| 935 float dz = target.z - v.z; | |
| 936 float value = (dx*dx) + (dy*dy) + (dz*dz); | |
| 937 | |
| 938 if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target; | |
| 939 | |
| 940 float dist = sqrtf(value); | |
| 941 | |
| 942 result.x = v.x + dx/dist*maxDistance; | |
| 943 result.y = v.y + dy/dist*maxDistance; | |
| 944 result.z = v.z + dz/dist*maxDistance; | |
| 945 | |
| 946 return result; | |
| 947 } | |
| 948 | |
| 949 // Calculate linear interpolation between two vectors | |
| 950 RMAPI Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount) | |
| 951 { | |
| 952 Vector3 result = { 0 }; | |
| 953 | |
| 954 result.x = v1.x + amount*(v2.x - v1.x); | |
| 955 result.y = v1.y + amount*(v2.y - v1.y); | |
| 956 result.z = v1.z + amount*(v2.z - v1.z); | |
| 957 | |
| 958 return result; | |
| 959 } | |
| 960 | |
| 961 // Calculate cubic hermite interpolation between two vectors and their tangents | |
| 962 // as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic | |
| 963 RMAPI Vector3 Vector3CubicHermite(Vector3 v1, Vector3 tangent1, Vector3 v2, Vector3 tangent2, float amount) | |
| 964 { | |
| 965 Vector3 result = { 0 }; | |
| 966 | |
| 967 float amountPow2 = amount*amount; | |
| 968 float amountPow3 = amount*amount*amount; | |
| 969 | |
| 970 result.x = (2*amountPow3 - 3*amountPow2 + 1)*v1.x + (amountPow3 - 2*amountPow2 + amount)*tangent1.x + (-2*amountPow3 + 3*amountPow2)*v2.x + (amountPow3 - amountPow2)*tangent2.x; | |
| 971 result.y = (2*amountPow3 - 3*amountPow2 + 1)*v1.y + (amountPow3 - 2*amountPow2 + amount)*tangent1.y + (-2*amountPow3 + 3*amountPow2)*v2.y + (amountPow3 - amountPow2)*tangent2.y; | |
| 972 result.z = (2*amountPow3 - 3*amountPow2 + 1)*v1.z + (amountPow3 - 2*amountPow2 + amount)*tangent1.z + (-2*amountPow3 + 3*amountPow2)*v2.z + (amountPow3 - amountPow2)*tangent2.z; | |
| 973 | |
| 974 return result; | |
| 975 } | |
| 976 | |
| 977 // Calculate reflected vector to normal | |
| 978 RMAPI Vector3 Vector3Reflect(Vector3 v, Vector3 normal) | |
| 979 { | |
| 980 Vector3 result = { 0 }; | |
| 981 | |
| 982 // I is the original vector | |
| 983 // N is the normal of the incident plane | |
| 984 // R = I - (2*N*(DotProduct[I, N])) | |
| 985 | |
| 986 float dotProduct = (v.x*normal.x + v.y*normal.y + v.z*normal.z); | |
| 987 | |
| 988 result.x = v.x - (2.0f*normal.x)*dotProduct; | |
| 989 result.y = v.y - (2.0f*normal.y)*dotProduct; | |
| 990 result.z = v.z - (2.0f*normal.z)*dotProduct; | |
| 991 | |
| 992 return result; | |
| 993 } | |
| 994 | |
| 995 // Get min value for each pair of components | |
| 996 RMAPI Vector3 Vector3Min(Vector3 v1, Vector3 v2) | |
| 997 { | |
| 998 Vector3 result = { 0 }; | |
| 999 | |
| 1000 result.x = fminf(v1.x, v2.x); | |
| 1001 result.y = fminf(v1.y, v2.y); | |
| 1002 result.z = fminf(v1.z, v2.z); | |
| 1003 | |
| 1004 return result; | |
| 1005 } | |
| 1006 | |
| 1007 // Get max value for each pair of components | |
| 1008 RMAPI Vector3 Vector3Max(Vector3 v1, Vector3 v2) | |
| 1009 { | |
| 1010 Vector3 result = { 0 }; | |
| 1011 | |
| 1012 result.x = fmaxf(v1.x, v2.x); | |
| 1013 result.y = fmaxf(v1.y, v2.y); | |
| 1014 result.z = fmaxf(v1.z, v2.z); | |
| 1015 | |
| 1016 return result; | |
| 1017 } | |
| 1018 | |
| 1019 // Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c) | |
| 1020 // NOTE: Assumes P is on the plane of the triangle | |
| 1021 RMAPI Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c) | |
| 1022 { | |
| 1023 Vector3 result = { 0 }; | |
| 1024 | |
| 1025 Vector3 v0 = { b.x - a.x, b.y - a.y, b.z - a.z }; // Vector3Subtract(b, a) | |
| 1026 Vector3 v1 = { c.x - a.x, c.y - a.y, c.z - a.z }; // Vector3Subtract(c, a) | |
| 1027 Vector3 v2 = { p.x - a.x, p.y - a.y, p.z - a.z }; // Vector3Subtract(p, a) | |
| 1028 float d00 = (v0.x*v0.x + v0.y*v0.y + v0.z*v0.z); // Vector3DotProduct(v0, v0) | |
| 1029 float d01 = (v0.x*v1.x + v0.y*v1.y + v0.z*v1.z); // Vector3DotProduct(v0, v1) | |
| 1030 float d11 = (v1.x*v1.x + v1.y*v1.y + v1.z*v1.z); // Vector3DotProduct(v1, v1) | |
| 1031 float d20 = (v2.x*v0.x + v2.y*v0.y + v2.z*v0.z); // Vector3DotProduct(v2, v0) | |
| 1032 float d21 = (v2.x*v1.x + v2.y*v1.y + v2.z*v1.z); // Vector3DotProduct(v2, v1) | |
| 1033 | |
| 1034 float denom = d00*d11 - d01*d01; | |
| 1035 | |
| 1036 result.y = (d11*d20 - d01*d21)/denom; | |
| 1037 result.z = (d00*d21 - d01*d20)/denom; | |
| 1038 result.x = 1.0f - (result.z + result.y); | |
| 1039 | |
| 1040 return result; | |
| 1041 } | |
| 1042 | |
| 1043 // Projects a Vector3 from screen space into object space | |
| 1044 // NOTE: We are avoiding calling other raymath functions despite available | |
| 1045 RMAPI Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view) | |
| 1046 { | |
| 1047 Vector3 result = { 0 }; | |
| 1048 | |
| 1049 // Calculate unprojected matrix (multiply view matrix by projection matrix) and invert it | |
| 1050 Matrix matViewProj = { // MatrixMultiply(view, projection); | |
| 1051 view.m0*projection.m0 + view.m1*projection.m4 + view.m2*projection.m8 + view.m3*projection.m12, | |
| 1052 view.m0*projection.m1 + view.m1*projection.m5 + view.m2*projection.m9 + view.m3*projection.m13, | |
| 1053 view.m0*projection.m2 + view.m1*projection.m6 + view.m2*projection.m10 + view.m3*projection.m14, | |
| 1054 view.m0*projection.m3 + view.m1*projection.m7 + view.m2*projection.m11 + view.m3*projection.m15, | |
| 1055 view.m4*projection.m0 + view.m5*projection.m4 + view.m6*projection.m8 + view.m7*projection.m12, | |
| 1056 view.m4*projection.m1 + view.m5*projection.m5 + view.m6*projection.m9 + view.m7*projection.m13, | |
| 1057 view.m4*projection.m2 + view.m5*projection.m6 + view.m6*projection.m10 + view.m7*projection.m14, | |
| 1058 view.m4*projection.m3 + view.m5*projection.m7 + view.m6*projection.m11 + view.m7*projection.m15, | |
| 1059 view.m8*projection.m0 + view.m9*projection.m4 + view.m10*projection.m8 + view.m11*projection.m12, | |
| 1060 view.m8*projection.m1 + view.m9*projection.m5 + view.m10*projection.m9 + view.m11*projection.m13, | |
| 1061 view.m8*projection.m2 + view.m9*projection.m6 + view.m10*projection.m10 + view.m11*projection.m14, | |
| 1062 view.m8*projection.m3 + view.m9*projection.m7 + view.m10*projection.m11 + view.m11*projection.m15, | |
| 1063 view.m12*projection.m0 + view.m13*projection.m4 + view.m14*projection.m8 + view.m15*projection.m12, | |
| 1064 view.m12*projection.m1 + view.m13*projection.m5 + view.m14*projection.m9 + view.m15*projection.m13, | |
| 1065 view.m12*projection.m2 + view.m13*projection.m6 + view.m14*projection.m10 + view.m15*projection.m14, | |
| 1066 view.m12*projection.m3 + view.m13*projection.m7 + view.m14*projection.m11 + view.m15*projection.m15 }; | |
| 1067 | |
| 1068 // Calculate inverted matrix -> MatrixInvert(matViewProj); | |
| 1069 // Cache the matrix values (speed optimization) | |
| 1070 float a00 = matViewProj.m0, a01 = matViewProj.m1, a02 = matViewProj.m2, a03 = matViewProj.m3; | |
| 1071 float a10 = matViewProj.m4, a11 = matViewProj.m5, a12 = matViewProj.m6, a13 = matViewProj.m7; | |
| 1072 float a20 = matViewProj.m8, a21 = matViewProj.m9, a22 = matViewProj.m10, a23 = matViewProj.m11; | |
| 1073 float a30 = matViewProj.m12, a31 = matViewProj.m13, a32 = matViewProj.m14, a33 = matViewProj.m15; | |
| 1074 | |
| 1075 float b00 = a00*a11 - a01*a10; | |
| 1076 float b01 = a00*a12 - a02*a10; | |
| 1077 float b02 = a00*a13 - a03*a10; | |
| 1078 float b03 = a01*a12 - a02*a11; | |
| 1079 float b04 = a01*a13 - a03*a11; | |
| 1080 float b05 = a02*a13 - a03*a12; | |
| 1081 float b06 = a20*a31 - a21*a30; | |
| 1082 float b07 = a20*a32 - a22*a30; | |
| 1083 float b08 = a20*a33 - a23*a30; | |
| 1084 float b09 = a21*a32 - a22*a31; | |
| 1085 float b10 = a21*a33 - a23*a31; | |
| 1086 float b11 = a22*a33 - a23*a32; | |
| 1087 | |
| 1088 // Calculate the invert determinant (inlined to avoid double-caching) | |
| 1089 float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06); | |
| 1090 | |
| 1091 Matrix matViewProjInv = { | |
| 1092 (a11*b11 - a12*b10 + a13*b09)*invDet, | |
| 1093 (-a01*b11 + a02*b10 - a03*b09)*invDet, | |
| 1094 (a31*b05 - a32*b04 + a33*b03)*invDet, | |
| 1095 (-a21*b05 + a22*b04 - a23*b03)*invDet, | |
| 1096 (-a10*b11 + a12*b08 - a13*b07)*invDet, | |
| 1097 (a00*b11 - a02*b08 + a03*b07)*invDet, | |
| 1098 (-a30*b05 + a32*b02 - a33*b01)*invDet, | |
| 1099 (a20*b05 - a22*b02 + a23*b01)*invDet, | |
| 1100 (a10*b10 - a11*b08 + a13*b06)*invDet, | |
| 1101 (-a00*b10 + a01*b08 - a03*b06)*invDet, | |
| 1102 (a30*b04 - a31*b02 + a33*b00)*invDet, | |
| 1103 (-a20*b04 + a21*b02 - a23*b00)*invDet, | |
| 1104 (-a10*b09 + a11*b07 - a12*b06)*invDet, | |
| 1105 (a00*b09 - a01*b07 + a02*b06)*invDet, | |
| 1106 (-a30*b03 + a31*b01 - a32*b00)*invDet, | |
| 1107 (a20*b03 - a21*b01 + a22*b00)*invDet }; | |
| 1108 | |
| 1109 // Create quaternion from source point | |
| 1110 Quaternion quat = { source.x, source.y, source.z, 1.0f }; | |
| 1111 | |
| 1112 // Multiply quat point by unprojecte matrix | |
| 1113 Quaternion qtransformed = { // QuaternionTransform(quat, matViewProjInv) | |
| 1114 matViewProjInv.m0*quat.x + matViewProjInv.m4*quat.y + matViewProjInv.m8*quat.z + matViewProjInv.m12*quat.w, | |
| 1115 matViewProjInv.m1*quat.x + matViewProjInv.m5*quat.y + matViewProjInv.m9*quat.z + matViewProjInv.m13*quat.w, | |
| 1116 matViewProjInv.m2*quat.x + matViewProjInv.m6*quat.y + matViewProjInv.m10*quat.z + matViewProjInv.m14*quat.w, | |
| 1117 matViewProjInv.m3*quat.x + matViewProjInv.m7*quat.y + matViewProjInv.m11*quat.z + matViewProjInv.m15*quat.w }; | |
| 1118 | |
| 1119 // Normalized world points in vectors | |
| 1120 result.x = qtransformed.x/qtransformed.w; | |
| 1121 result.y = qtransformed.y/qtransformed.w; | |
| 1122 result.z = qtransformed.z/qtransformed.w; | |
| 1123 | |
| 1124 return result; | |
| 1125 } | |
| 1126 | |
| 1127 // Get Vector3 as float array | |
| 1128 RMAPI float3 Vector3ToFloatV(Vector3 v) | |
| 1129 { | |
| 1130 float3 buffer = { 0 }; | |
| 1131 | |
| 1132 buffer.v[0] = v.x; | |
| 1133 buffer.v[1] = v.y; | |
| 1134 buffer.v[2] = v.z; | |
| 1135 | |
| 1136 return buffer; | |
| 1137 } | |
| 1138 | |
| 1139 // Invert the given vector | |
| 1140 RMAPI Vector3 Vector3Invert(Vector3 v) | |
| 1141 { | |
| 1142 Vector3 result = { 1.0f/v.x, 1.0f/v.y, 1.0f/v.z }; | |
| 1143 | |
| 1144 return result; | |
| 1145 } | |
| 1146 | |
| 1147 // Clamp the components of the vector between | |
| 1148 // min and max values specified by the given vectors | |
| 1149 RMAPI Vector3 Vector3Clamp(Vector3 v, Vector3 min, Vector3 max) | |
| 1150 { | |
| 1151 Vector3 result = { 0 }; | |
| 1152 | |
| 1153 result.x = fminf(max.x, fmaxf(min.x, v.x)); | |
| 1154 result.y = fminf(max.y, fmaxf(min.y, v.y)); | |
| 1155 result.z = fminf(max.z, fmaxf(min.z, v.z)); | |
| 1156 | |
| 1157 return result; | |
| 1158 } | |
| 1159 | |
| 1160 // Clamp the magnitude of the vector between two values | |
| 1161 RMAPI Vector3 Vector3ClampValue(Vector3 v, float min, float max) | |
| 1162 { | |
| 1163 Vector3 result = v; | |
| 1164 | |
| 1165 float length = (v.x*v.x) + (v.y*v.y) + (v.z*v.z); | |
| 1166 if (length > 0.0f) | |
| 1167 { | |
| 1168 length = sqrtf(length); | |
| 1169 | |
| 1170 float scale = 1; // By default, 1 as the neutral element. | |
| 1171 if (length < min) | |
| 1172 { | |
| 1173 scale = min/length; | |
| 1174 } | |
| 1175 else if (length > max) | |
| 1176 { | |
| 1177 scale = max/length; | |
| 1178 } | |
| 1179 | |
| 1180 result.x = v.x*scale; | |
| 1181 result.y = v.y*scale; | |
| 1182 result.z = v.z*scale; | |
| 1183 } | |
| 1184 | |
| 1185 return result; | |
| 1186 } | |
| 1187 | |
| 1188 // Check whether two given vectors are almost equal | |
| 1189 RMAPI int Vector3Equals(Vector3 p, Vector3 q) | |
| 1190 { | |
| 1191 #if !defined(EPSILON) | |
| 1192 #define EPSILON 0.000001f | |
| 1193 #endif | |
| 1194 | |
| 1195 int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) && | |
| 1196 ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) && | |
| 1197 ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))); | |
| 1198 | |
| 1199 return result; | |
| 1200 } | |
| 1201 | |
| 1202 // Compute the direction of a refracted ray | |
| 1203 // v: normalized direction of the incoming ray | |
| 1204 // n: normalized normal vector of the interface of two optical media | |
| 1205 // r: ratio of the refractive index of the medium from where the ray comes | |
| 1206 // to the refractive index of the medium on the other side of the surface | |
| 1207 RMAPI Vector3 Vector3Refract(Vector3 v, Vector3 n, float r) | |
| 1208 { | |
| 1209 Vector3 result = { 0 }; | |
| 1210 | |
| 1211 float dot = v.x*n.x + v.y*n.y + v.z*n.z; | |
| 1212 float d = 1.0f - r*r*(1.0f - dot*dot); | |
| 1213 | |
| 1214 if (d >= 0.0f) | |
| 1215 { | |
| 1216 d = sqrtf(d); | |
| 1217 v.x = r*v.x - (r*dot + d)*n.x; | |
| 1218 v.y = r*v.y - (r*dot + d)*n.y; | |
| 1219 v.z = r*v.z - (r*dot + d)*n.z; | |
| 1220 | |
| 1221 result = v; | |
| 1222 } | |
| 1223 | |
| 1224 return result; | |
| 1225 } | |
| 1226 | |
| 1227 | |
| 1228 //---------------------------------------------------------------------------------- | |
| 1229 // Module Functions Definition - Vector4 math | |
| 1230 //---------------------------------------------------------------------------------- | |
| 1231 | |
| 1232 RMAPI Vector4 Vector4Zero(void) | |
| 1233 { | |
| 1234 Vector4 result = { 0.0f, 0.0f, 0.0f, 0.0f }; | |
| 1235 return result; | |
| 1236 } | |
| 1237 | |
| 1238 RMAPI Vector4 Vector4One(void) | |
| 1239 { | |
| 1240 Vector4 result = { 1.0f, 1.0f, 1.0f, 1.0f }; | |
| 1241 return result; | |
| 1242 } | |
| 1243 | |
| 1244 RMAPI Vector4 Vector4Add(Vector4 v1, Vector4 v2) | |
| 1245 { | |
| 1246 Vector4 result = { | |
| 1247 v1.x + v2.x, | |
| 1248 v1.y + v2.y, | |
| 1249 v1.z + v2.z, | |
| 1250 v1.w + v2.w | |
| 1251 }; | |
| 1252 return result; | |
| 1253 } | |
| 1254 | |
| 1255 RMAPI Vector4 Vector4AddValue(Vector4 v, float add) | |
| 1256 { | |
| 1257 Vector4 result = { | |
| 1258 v.x + add, | |
| 1259 v.y + add, | |
| 1260 v.z + add, | |
| 1261 v.w + add | |
| 1262 }; | |
| 1263 return result; | |
| 1264 } | |
| 1265 | |
| 1266 RMAPI Vector4 Vector4Subtract(Vector4 v1, Vector4 v2) | |
| 1267 { | |
| 1268 Vector4 result = { | |
| 1269 v1.x - v2.x, | |
| 1270 v1.y - v2.y, | |
| 1271 v1.z - v2.z, | |
| 1272 v1.w - v2.w | |
| 1273 }; | |
| 1274 return result; | |
| 1275 } | |
| 1276 | |
| 1277 RMAPI Vector4 Vector4SubtractValue(Vector4 v, float add) | |
| 1278 { | |
| 1279 Vector4 result = { | |
| 1280 v.x - add, | |
| 1281 v.y - add, | |
| 1282 v.z - add, | |
| 1283 v.w - add | |
| 1284 }; | |
| 1285 return result; | |
| 1286 } | |
| 1287 | |
| 1288 RMAPI float Vector4Length(Vector4 v) | |
| 1289 { | |
| 1290 float result = sqrtf((v.x*v.x) + (v.y*v.y) + (v.z*v.z) + (v.w*v.w)); | |
| 1291 return result; | |
| 1292 } | |
| 1293 | |
| 1294 RMAPI float Vector4LengthSqr(Vector4 v) | |
| 1295 { | |
| 1296 float result = (v.x*v.x) + (v.y*v.y) + (v.z*v.z) + (v.w*v.w); | |
| 1297 return result; | |
| 1298 } | |
| 1299 | |
| 1300 RMAPI float Vector4DotProduct(Vector4 v1, Vector4 v2) | |
| 1301 { | |
| 1302 float result = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z + v1.w*v2.w); | |
| 1303 return result; | |
| 1304 } | |
| 1305 | |
| 1306 // Calculate distance between two vectors | |
| 1307 RMAPI float Vector4Distance(Vector4 v1, Vector4 v2) | |
| 1308 { | |
| 1309 float result = sqrtf( | |
| 1310 (v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y) + | |
| 1311 (v1.z - v2.z)*(v1.z - v2.z) + (v1.w - v2.w)*(v1.w - v2.w)); | |
| 1312 return result; | |
| 1313 } | |
| 1314 | |
| 1315 // Calculate square distance between two vectors | |
| 1316 RMAPI float Vector4DistanceSqr(Vector4 v1, Vector4 v2) | |
| 1317 { | |
| 1318 float result = | |
| 1319 (v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y) + | |
| 1320 (v1.z - v2.z)*(v1.z - v2.z) + (v1.w - v2.w)*(v1.w - v2.w); | |
| 1321 | |
| 1322 return result; | |
| 1323 } | |
| 1324 | |
| 1325 RMAPI Vector4 Vector4Scale(Vector4 v, float scale) | |
| 1326 { | |
| 1327 Vector4 result = { v.x*scale, v.y*scale, v.z*scale, v.w*scale }; | |
| 1328 return result; | |
| 1329 } | |
| 1330 | |
| 1331 // Multiply vector by vector | |
| 1332 RMAPI Vector4 Vector4Multiply(Vector4 v1, Vector4 v2) | |
| 1333 { | |
| 1334 Vector4 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z, v1.w*v2.w }; | |
| 1335 return result; | |
| 1336 } | |
| 1337 | |
| 1338 // Negate vector | |
| 1339 RMAPI Vector4 Vector4Negate(Vector4 v) | |
| 1340 { | |
| 1341 Vector4 result = { -v.x, -v.y, -v.z, -v.w }; | |
| 1342 return result; | |
| 1343 } | |
| 1344 | |
| 1345 // Divide vector by vector | |
| 1346 RMAPI Vector4 Vector4Divide(Vector4 v1, Vector4 v2) | |
| 1347 { | |
| 1348 Vector4 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z, v1.w/v2.w }; | |
| 1349 return result; | |
| 1350 } | |
| 1351 | |
| 1352 // Normalize provided vector | |
| 1353 RMAPI Vector4 Vector4Normalize(Vector4 v) | |
| 1354 { | |
| 1355 Vector4 result = { 0 }; | |
| 1356 float length = sqrtf((v.x*v.x) + (v.y*v.y) + (v.z*v.z) + (v.w*v.w)); | |
| 1357 | |
| 1358 if (length > 0) | |
| 1359 { | |
| 1360 float ilength = 1.0f/length; | |
| 1361 result.x = v.x*ilength; | |
| 1362 result.y = v.y*ilength; | |
| 1363 result.z = v.z*ilength; | |
| 1364 result.w = v.w*ilength; | |
| 1365 } | |
| 1366 | |
| 1367 return result; | |
| 1368 } | |
| 1369 | |
| 1370 // Get min value for each pair of components | |
| 1371 RMAPI Vector4 Vector4Min(Vector4 v1, Vector4 v2) | |
| 1372 { | |
| 1373 Vector4 result = { 0 }; | |
| 1374 | |
| 1375 result.x = fminf(v1.x, v2.x); | |
| 1376 result.y = fminf(v1.y, v2.y); | |
| 1377 result.z = fminf(v1.z, v2.z); | |
| 1378 result.w = fminf(v1.w, v2.w); | |
| 1379 | |
| 1380 return result; | |
| 1381 } | |
| 1382 | |
| 1383 // Get max value for each pair of components | |
| 1384 RMAPI Vector4 Vector4Max(Vector4 v1, Vector4 v2) | |
| 1385 { | |
| 1386 Vector4 result = { 0 }; | |
| 1387 | |
| 1388 result.x = fmaxf(v1.x, v2.x); | |
| 1389 result.y = fmaxf(v1.y, v2.y); | |
| 1390 result.z = fmaxf(v1.z, v2.z); | |
| 1391 result.w = fmaxf(v1.w, v2.w); | |
| 1392 | |
| 1393 return result; | |
| 1394 } | |
| 1395 | |
| 1396 // Calculate linear interpolation between two vectors | |
| 1397 RMAPI Vector4 Vector4Lerp(Vector4 v1, Vector4 v2, float amount) | |
| 1398 { | |
| 1399 Vector4 result = { 0 }; | |
| 1400 | |
| 1401 result.x = v1.x + amount*(v2.x - v1.x); | |
| 1402 result.y = v1.y + amount*(v2.y - v1.y); | |
| 1403 result.z = v1.z + amount*(v2.z - v1.z); | |
| 1404 result.w = v1.w + amount*(v2.w - v1.w); | |
| 1405 | |
| 1406 return result; | |
| 1407 } | |
| 1408 | |
| 1409 // Move Vector towards target | |
| 1410 RMAPI Vector4 Vector4MoveTowards(Vector4 v, Vector4 target, float maxDistance) | |
| 1411 { | |
| 1412 Vector4 result = { 0 }; | |
| 1413 | |
| 1414 float dx = target.x - v.x; | |
| 1415 float dy = target.y - v.y; | |
| 1416 float dz = target.z - v.z; | |
| 1417 float dw = target.w - v.w; | |
| 1418 float value = (dx*dx) + (dy*dy) + (dz*dz) + (dw*dw); | |
| 1419 | |
| 1420 if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target; | |
| 1421 | |
| 1422 float dist = sqrtf(value); | |
| 1423 | |
| 1424 result.x = v.x + dx/dist*maxDistance; | |
| 1425 result.y = v.y + dy/dist*maxDistance; | |
| 1426 result.z = v.z + dz/dist*maxDistance; | |
| 1427 result.w = v.w + dw/dist*maxDistance; | |
| 1428 | |
| 1429 return result; | |
| 1430 } | |
| 1431 | |
| 1432 // Invert the given vector | |
| 1433 RMAPI Vector4 Vector4Invert(Vector4 v) | |
| 1434 { | |
| 1435 Vector4 result = { 1.0f/v.x, 1.0f/v.y, 1.0f/v.z, 1.0f/v.w }; | |
| 1436 return result; | |
| 1437 } | |
| 1438 | |
| 1439 // Check whether two given vectors are almost equal | |
| 1440 RMAPI int Vector4Equals(Vector4 p, Vector4 q) | |
| 1441 { | |
| 1442 #if !defined(EPSILON) | |
| 1443 #define EPSILON 0.000001f | |
| 1444 #endif | |
| 1445 | |
| 1446 int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) && | |
| 1447 ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) && | |
| 1448 ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) && | |
| 1449 ((fabsf(p.w - q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w))))); | |
| 1450 return result; | |
| 1451 } | |
| 1452 | |
| 1453 | |
| 1454 //---------------------------------------------------------------------------------- | |
| 1455 // Module Functions Definition - Matrix math | |
| 1456 //---------------------------------------------------------------------------------- | |
| 1457 | |
| 1458 // Compute matrix determinant | |
| 1459 RMAPI float MatrixDeterminant(Matrix mat) | |
| 1460 { | |
| 1461 float result = 0.0f; | |
| 1462 | |
| 1463 // Cache the matrix values (speed optimization) | |
| 1464 float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3; | |
| 1465 float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7; | |
| 1466 float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11; | |
| 1467 float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15; | |
| 1468 | |
| 1469 result = a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 + | |
| 1470 a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 + | |
| 1471 a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 + | |
| 1472 a30*a11*a02*a23 - a10*a31*a02*a23 - a30*a01*a12*a23 + a00*a31*a12*a23 + | |
| 1473 a10*a01*a32*a23 - a00*a11*a32*a23 - a20*a11*a02*a33 + a10*a21*a02*a33 + | |
| 1474 a20*a01*a12*a33 - a00*a21*a12*a33 - a10*a01*a22*a33 + a00*a11*a22*a33; | |
| 1475 | |
| 1476 return result; | |
| 1477 } | |
| 1478 | |
| 1479 // Get the trace of the matrix (sum of the values along the diagonal) | |
| 1480 RMAPI float MatrixTrace(Matrix mat) | |
| 1481 { | |
| 1482 float result = (mat.m0 + mat.m5 + mat.m10 + mat.m15); | |
| 1483 | |
| 1484 return result; | |
| 1485 } | |
| 1486 | |
| 1487 // Transposes provided matrix | |
| 1488 RMAPI Matrix MatrixTranspose(Matrix mat) | |
| 1489 { | |
| 1490 Matrix result = { 0 }; | |
| 1491 | |
| 1492 result.m0 = mat.m0; | |
| 1493 result.m1 = mat.m4; | |
| 1494 result.m2 = mat.m8; | |
| 1495 result.m3 = mat.m12; | |
| 1496 result.m4 = mat.m1; | |
| 1497 result.m5 = mat.m5; | |
| 1498 result.m6 = mat.m9; | |
| 1499 result.m7 = mat.m13; | |
| 1500 result.m8 = mat.m2; | |
| 1501 result.m9 = mat.m6; | |
| 1502 result.m10 = mat.m10; | |
| 1503 result.m11 = mat.m14; | |
| 1504 result.m12 = mat.m3; | |
| 1505 result.m13 = mat.m7; | |
| 1506 result.m14 = mat.m11; | |
| 1507 result.m15 = mat.m15; | |
| 1508 | |
| 1509 return result; | |
| 1510 } | |
| 1511 | |
| 1512 // Invert provided matrix | |
| 1513 RMAPI Matrix MatrixInvert(Matrix mat) | |
| 1514 { | |
| 1515 Matrix result = { 0 }; | |
| 1516 | |
| 1517 // Cache the matrix values (speed optimization) | |
| 1518 float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3; | |
| 1519 float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7; | |
| 1520 float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11; | |
| 1521 float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15; | |
| 1522 | |
| 1523 float b00 = a00*a11 - a01*a10; | |
| 1524 float b01 = a00*a12 - a02*a10; | |
| 1525 float b02 = a00*a13 - a03*a10; | |
| 1526 float b03 = a01*a12 - a02*a11; | |
| 1527 float b04 = a01*a13 - a03*a11; | |
| 1528 float b05 = a02*a13 - a03*a12; | |
| 1529 float b06 = a20*a31 - a21*a30; | |
| 1530 float b07 = a20*a32 - a22*a30; | |
| 1531 float b08 = a20*a33 - a23*a30; | |
| 1532 float b09 = a21*a32 - a22*a31; | |
| 1533 float b10 = a21*a33 - a23*a31; | |
| 1534 float b11 = a22*a33 - a23*a32; | |
| 1535 | |
| 1536 // Calculate the invert determinant (inlined to avoid double-caching) | |
| 1537 float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06); | |
| 1538 | |
| 1539 result.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet; | |
| 1540 result.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet; | |
| 1541 result.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet; | |
| 1542 result.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet; | |
| 1543 result.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet; | |
| 1544 result.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet; | |
| 1545 result.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet; | |
| 1546 result.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet; | |
| 1547 result.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet; | |
| 1548 result.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet; | |
| 1549 result.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet; | |
| 1550 result.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet; | |
| 1551 result.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet; | |
| 1552 result.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet; | |
| 1553 result.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet; | |
| 1554 result.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet; | |
| 1555 | |
| 1556 return result; | |
| 1557 } | |
| 1558 | |
| 1559 // Get identity matrix | |
| 1560 RMAPI Matrix MatrixIdentity(void) | |
| 1561 { | |
| 1562 Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, | |
| 1563 0.0f, 1.0f, 0.0f, 0.0f, | |
| 1564 0.0f, 0.0f, 1.0f, 0.0f, | |
| 1565 0.0f, 0.0f, 0.0f, 1.0f }; | |
| 1566 | |
| 1567 return result; | |
| 1568 } | |
| 1569 | |
| 1570 // Add two matrices | |
| 1571 RMAPI Matrix MatrixAdd(Matrix left, Matrix right) | |
| 1572 { | |
| 1573 Matrix result = { 0 }; | |
| 1574 | |
| 1575 result.m0 = left.m0 + right.m0; | |
| 1576 result.m1 = left.m1 + right.m1; | |
| 1577 result.m2 = left.m2 + right.m2; | |
| 1578 result.m3 = left.m3 + right.m3; | |
| 1579 result.m4 = left.m4 + right.m4; | |
| 1580 result.m5 = left.m5 + right.m5; | |
| 1581 result.m6 = left.m6 + right.m6; | |
| 1582 result.m7 = left.m7 + right.m7; | |
| 1583 result.m8 = left.m8 + right.m8; | |
| 1584 result.m9 = left.m9 + right.m9; | |
| 1585 result.m10 = left.m10 + right.m10; | |
| 1586 result.m11 = left.m11 + right.m11; | |
| 1587 result.m12 = left.m12 + right.m12; | |
| 1588 result.m13 = left.m13 + right.m13; | |
| 1589 result.m14 = left.m14 + right.m14; | |
| 1590 result.m15 = left.m15 + right.m15; | |
| 1591 | |
| 1592 return result; | |
| 1593 } | |
| 1594 | |
| 1595 // Subtract two matrices (left - right) | |
| 1596 RMAPI Matrix MatrixSubtract(Matrix left, Matrix right) | |
| 1597 { | |
| 1598 Matrix result = { 0 }; | |
| 1599 | |
| 1600 result.m0 = left.m0 - right.m0; | |
| 1601 result.m1 = left.m1 - right.m1; | |
| 1602 result.m2 = left.m2 - right.m2; | |
| 1603 result.m3 = left.m3 - right.m3; | |
| 1604 result.m4 = left.m4 - right.m4; | |
| 1605 result.m5 = left.m5 - right.m5; | |
| 1606 result.m6 = left.m6 - right.m6; | |
| 1607 result.m7 = left.m7 - right.m7; | |
| 1608 result.m8 = left.m8 - right.m8; | |
| 1609 result.m9 = left.m9 - right.m9; | |
| 1610 result.m10 = left.m10 - right.m10; | |
| 1611 result.m11 = left.m11 - right.m11; | |
| 1612 result.m12 = left.m12 - right.m12; | |
| 1613 result.m13 = left.m13 - right.m13; | |
| 1614 result.m14 = left.m14 - right.m14; | |
| 1615 result.m15 = left.m15 - right.m15; | |
| 1616 | |
| 1617 return result; | |
| 1618 } | |
| 1619 | |
| 1620 // Get two matrix multiplication | |
| 1621 // NOTE: When multiplying matrices... the order matters! | |
| 1622 RMAPI Matrix MatrixMultiply(Matrix left, Matrix right) | |
| 1623 { | |
| 1624 Matrix result = { 0 }; | |
| 1625 | |
| 1626 result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12; | |
| 1627 result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13; | |
| 1628 result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14; | |
| 1629 result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15; | |
| 1630 result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12; | |
| 1631 result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13; | |
| 1632 result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14; | |
| 1633 result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15; | |
| 1634 result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12; | |
| 1635 result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13; | |
| 1636 result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14; | |
| 1637 result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15; | |
| 1638 result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12; | |
| 1639 result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13; | |
| 1640 result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14; | |
| 1641 result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15; | |
| 1642 | |
| 1643 return result; | |
| 1644 } | |
| 1645 | |
| 1646 // Get translation matrix | |
| 1647 RMAPI Matrix MatrixTranslate(float x, float y, float z) | |
| 1648 { | |
| 1649 Matrix result = { 1.0f, 0.0f, 0.0f, x, | |
| 1650 0.0f, 1.0f, 0.0f, y, | |
| 1651 0.0f, 0.0f, 1.0f, z, | |
| 1652 0.0f, 0.0f, 0.0f, 1.0f }; | |
| 1653 | |
| 1654 return result; | |
| 1655 } | |
| 1656 | |
| 1657 // Create rotation matrix from axis and angle | |
| 1658 // NOTE: Angle should be provided in radians | |
| 1659 RMAPI Matrix MatrixRotate(Vector3 axis, float angle) | |
| 1660 { | |
| 1661 Matrix result = { 0 }; | |
| 1662 | |
| 1663 float x = axis.x, y = axis.y, z = axis.z; | |
| 1664 | |
| 1665 float lengthSquared = x*x + y*y + z*z; | |
| 1666 | |
| 1667 if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f)) | |
| 1668 { | |
| 1669 float ilength = 1.0f/sqrtf(lengthSquared); | |
| 1670 x *= ilength; | |
| 1671 y *= ilength; | |
| 1672 z *= ilength; | |
| 1673 } | |
| 1674 | |
| 1675 float sinres = sinf(angle); | |
| 1676 float cosres = cosf(angle); | |
| 1677 float t = 1.0f - cosres; | |
| 1678 | |
| 1679 result.m0 = x*x*t + cosres; | |
| 1680 result.m1 = y*x*t + z*sinres; | |
| 1681 result.m2 = z*x*t - y*sinres; | |
| 1682 result.m3 = 0.0f; | |
| 1683 | |
| 1684 result.m4 = x*y*t - z*sinres; | |
| 1685 result.m5 = y*y*t + cosres; | |
| 1686 result.m6 = z*y*t + x*sinres; | |
| 1687 result.m7 = 0.0f; | |
| 1688 | |
| 1689 result.m8 = x*z*t + y*sinres; | |
| 1690 result.m9 = y*z*t - x*sinres; | |
| 1691 result.m10 = z*z*t + cosres; | |
| 1692 result.m11 = 0.0f; | |
| 1693 | |
| 1694 result.m12 = 0.0f; | |
| 1695 result.m13 = 0.0f; | |
| 1696 result.m14 = 0.0f; | |
| 1697 result.m15 = 1.0f; | |
| 1698 | |
| 1699 return result; | |
| 1700 } | |
| 1701 | |
| 1702 // Get x-rotation matrix | |
| 1703 // NOTE: Angle must be provided in radians | |
| 1704 RMAPI Matrix MatrixRotateX(float angle) | |
| 1705 { | |
| 1706 Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, | |
| 1707 0.0f, 1.0f, 0.0f, 0.0f, | |
| 1708 0.0f, 0.0f, 1.0f, 0.0f, | |
| 1709 0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity() | |
| 1710 | |
| 1711 float cosres = cosf(angle); | |
| 1712 float sinres = sinf(angle); | |
| 1713 | |
| 1714 result.m5 = cosres; | |
| 1715 result.m6 = sinres; | |
| 1716 result.m9 = -sinres; | |
| 1717 result.m10 = cosres; | |
| 1718 | |
| 1719 return result; | |
| 1720 } | |
| 1721 | |
| 1722 // Get y-rotation matrix | |
| 1723 // NOTE: Angle must be provided in radians | |
| 1724 RMAPI Matrix MatrixRotateY(float angle) | |
| 1725 { | |
| 1726 Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, | |
| 1727 0.0f, 1.0f, 0.0f, 0.0f, | |
| 1728 0.0f, 0.0f, 1.0f, 0.0f, | |
| 1729 0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity() | |
| 1730 | |
| 1731 float cosres = cosf(angle); | |
| 1732 float sinres = sinf(angle); | |
| 1733 | |
| 1734 result.m0 = cosres; | |
| 1735 result.m2 = -sinres; | |
| 1736 result.m8 = sinres; | |
| 1737 result.m10 = cosres; | |
| 1738 | |
| 1739 return result; | |
| 1740 } | |
| 1741 | |
| 1742 // Get z-rotation matrix | |
| 1743 // NOTE: Angle must be provided in radians | |
| 1744 RMAPI Matrix MatrixRotateZ(float angle) | |
| 1745 { | |
| 1746 Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, | |
| 1747 0.0f, 1.0f, 0.0f, 0.0f, | |
| 1748 0.0f, 0.0f, 1.0f, 0.0f, | |
| 1749 0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity() | |
| 1750 | |
| 1751 float cosres = cosf(angle); | |
| 1752 float sinres = sinf(angle); | |
| 1753 | |
| 1754 result.m0 = cosres; | |
| 1755 result.m1 = sinres; | |
| 1756 result.m4 = -sinres; | |
| 1757 result.m5 = cosres; | |
| 1758 | |
| 1759 return result; | |
| 1760 } | |
| 1761 | |
| 1762 | |
| 1763 // Get xyz-rotation matrix | |
| 1764 // NOTE: Angle must be provided in radians | |
| 1765 RMAPI Matrix MatrixRotateXYZ(Vector3 angle) | |
| 1766 { | |
| 1767 Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, | |
| 1768 0.0f, 1.0f, 0.0f, 0.0f, | |
| 1769 0.0f, 0.0f, 1.0f, 0.0f, | |
| 1770 0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity() | |
| 1771 | |
| 1772 float cosz = cosf(-angle.z); | |
| 1773 float sinz = sinf(-angle.z); | |
| 1774 float cosy = cosf(-angle.y); | |
| 1775 float siny = sinf(-angle.y); | |
| 1776 float cosx = cosf(-angle.x); | |
| 1777 float sinx = sinf(-angle.x); | |
| 1778 | |
| 1779 result.m0 = cosz*cosy; | |
| 1780 result.m1 = (cosz*siny*sinx) - (sinz*cosx); | |
| 1781 result.m2 = (cosz*siny*cosx) + (sinz*sinx); | |
| 1782 | |
| 1783 result.m4 = sinz*cosy; | |
| 1784 result.m5 = (sinz*siny*sinx) + (cosz*cosx); | |
| 1785 result.m6 = (sinz*siny*cosx) - (cosz*sinx); | |
| 1786 | |
| 1787 result.m8 = -siny; | |
| 1788 result.m9 = cosy*sinx; | |
| 1789 result.m10= cosy*cosx; | |
| 1790 | |
| 1791 return result; | |
| 1792 } | |
| 1793 | |
| 1794 // Get zyx-rotation matrix | |
| 1795 // NOTE: Angle must be provided in radians | |
| 1796 RMAPI Matrix MatrixRotateZYX(Vector3 angle) | |
| 1797 { | |
| 1798 Matrix result = { 0 }; | |
| 1799 | |
| 1800 float cz = cosf(angle.z); | |
| 1801 float sz = sinf(angle.z); | |
| 1802 float cy = cosf(angle.y); | |
| 1803 float sy = sinf(angle.y); | |
| 1804 float cx = cosf(angle.x); | |
| 1805 float sx = sinf(angle.x); | |
| 1806 | |
| 1807 result.m0 = cz*cy; | |
| 1808 result.m4 = cz*sy*sx - cx*sz; | |
| 1809 result.m8 = sz*sx + cz*cx*sy; | |
| 1810 result.m12 = 0; | |
| 1811 | |
| 1812 result.m1 = cy*sz; | |
| 1813 result.m5 = cz*cx + sz*sy*sx; | |
| 1814 result.m9 = cx*sz*sy - cz*sx; | |
| 1815 result.m13 = 0; | |
| 1816 | |
| 1817 result.m2 = -sy; | |
| 1818 result.m6 = cy*sx; | |
| 1819 result.m10 = cy*cx; | |
| 1820 result.m14 = 0; | |
| 1821 | |
| 1822 result.m3 = 0; | |
| 1823 result.m7 = 0; | |
| 1824 result.m11 = 0; | |
| 1825 result.m15 = 1; | |
| 1826 | |
| 1827 return result; | |
| 1828 } | |
| 1829 | |
| 1830 // Get scaling matrix | |
| 1831 RMAPI Matrix MatrixScale(float x, float y, float z) | |
| 1832 { | |
| 1833 Matrix result = { x, 0.0f, 0.0f, 0.0f, | |
| 1834 0.0f, y, 0.0f, 0.0f, | |
| 1835 0.0f, 0.0f, z, 0.0f, | |
| 1836 0.0f, 0.0f, 0.0f, 1.0f }; | |
| 1837 | |
| 1838 return result; | |
| 1839 } | |
| 1840 | |
| 1841 // Get perspective projection matrix | |
| 1842 RMAPI Matrix MatrixFrustum(double left, double right, double bottom, double top, double nearPlane, double farPlane) | |
| 1843 { | |
| 1844 Matrix result = { 0 }; | |
| 1845 | |
| 1846 float rl = (float)(right - left); | |
| 1847 float tb = (float)(top - bottom); | |
| 1848 float fn = (float)(farPlane - nearPlane); | |
| 1849 | |
| 1850 result.m0 = ((float)nearPlane*2.0f)/rl; | |
| 1851 result.m1 = 0.0f; | |
| 1852 result.m2 = 0.0f; | |
| 1853 result.m3 = 0.0f; | |
| 1854 | |
| 1855 result.m4 = 0.0f; | |
| 1856 result.m5 = ((float)nearPlane*2.0f)/tb; | |
| 1857 result.m6 = 0.0f; | |
| 1858 result.m7 = 0.0f; | |
| 1859 | |
| 1860 result.m8 = ((float)right + (float)left)/rl; | |
| 1861 result.m9 = ((float)top + (float)bottom)/tb; | |
| 1862 result.m10 = -((float)farPlane + (float)nearPlane)/fn; | |
| 1863 result.m11 = -1.0f; | |
| 1864 | |
| 1865 result.m12 = 0.0f; | |
| 1866 result.m13 = 0.0f; | |
| 1867 result.m14 = -((float)farPlane*(float)nearPlane*2.0f)/fn; | |
| 1868 result.m15 = 0.0f; | |
| 1869 | |
| 1870 return result; | |
| 1871 } | |
| 1872 | |
| 1873 // Get perspective projection matrix | |
| 1874 // NOTE: Fovy angle must be provided in radians | |
| 1875 RMAPI Matrix MatrixPerspective(double fovY, double aspect, double nearPlane, double farPlane) | |
| 1876 { | |
| 1877 Matrix result = { 0 }; | |
| 1878 | |
| 1879 double top = nearPlane*tan(fovY*0.5); | |
| 1880 double bottom = -top; | |
| 1881 double right = top*aspect; | |
| 1882 double left = -right; | |
| 1883 | |
| 1884 // MatrixFrustum(-right, right, -top, top, near, far); | |
| 1885 float rl = (float)(right - left); | |
| 1886 float tb = (float)(top - bottom); | |
| 1887 float fn = (float)(farPlane - nearPlane); | |
| 1888 | |
| 1889 result.m0 = ((float)nearPlane*2.0f)/rl; | |
| 1890 result.m5 = ((float)nearPlane*2.0f)/tb; | |
| 1891 result.m8 = ((float)right + (float)left)/rl; | |
| 1892 result.m9 = ((float)top + (float)bottom)/tb; | |
| 1893 result.m10 = -((float)farPlane + (float)nearPlane)/fn; | |
| 1894 result.m11 = -1.0f; | |
| 1895 result.m14 = -((float)farPlane*(float)nearPlane*2.0f)/fn; | |
| 1896 | |
| 1897 return result; | |
| 1898 } | |
| 1899 | |
| 1900 // Get orthographic projection matrix | |
| 1901 RMAPI Matrix MatrixOrtho(double left, double right, double bottom, double top, double nearPlane, double farPlane) | |
| 1902 { | |
| 1903 Matrix result = { 0 }; | |
| 1904 | |
| 1905 float rl = (float)(right - left); | |
| 1906 float tb = (float)(top - bottom); | |
| 1907 float fn = (float)(farPlane - nearPlane); | |
| 1908 | |
| 1909 result.m0 = 2.0f/rl; | |
| 1910 result.m1 = 0.0f; | |
| 1911 result.m2 = 0.0f; | |
| 1912 result.m3 = 0.0f; | |
| 1913 result.m4 = 0.0f; | |
| 1914 result.m5 = 2.0f/tb; | |
| 1915 result.m6 = 0.0f; | |
| 1916 result.m7 = 0.0f; | |
| 1917 result.m8 = 0.0f; | |
| 1918 result.m9 = 0.0f; | |
| 1919 result.m10 = -2.0f/fn; | |
| 1920 result.m11 = 0.0f; | |
| 1921 result.m12 = -((float)left + (float)right)/rl; | |
| 1922 result.m13 = -((float)top + (float)bottom)/tb; | |
| 1923 result.m14 = -((float)farPlane + (float)nearPlane)/fn; | |
| 1924 result.m15 = 1.0f; | |
| 1925 | |
| 1926 return result; | |
| 1927 } | |
| 1928 | |
| 1929 // Get camera look-at matrix (view matrix) | |
| 1930 RMAPI Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up) | |
| 1931 { | |
| 1932 Matrix result = { 0 }; | |
| 1933 | |
| 1934 float length = 0.0f; | |
| 1935 float ilength = 0.0f; | |
| 1936 | |
| 1937 // Vector3Subtract(eye, target) | |
| 1938 Vector3 vz = { eye.x - target.x, eye.y - target.y, eye.z - target.z }; | |
| 1939 | |
| 1940 // Vector3Normalize(vz) | |
| 1941 Vector3 v = vz; | |
| 1942 length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); | |
| 1943 if (length == 0.0f) length = 1.0f; | |
| 1944 ilength = 1.0f/length; | |
| 1945 vz.x *= ilength; | |
| 1946 vz.y *= ilength; | |
| 1947 vz.z *= ilength; | |
| 1948 | |
| 1949 // Vector3CrossProduct(up, vz) | |
| 1950 Vector3 vx = { up.y*vz.z - up.z*vz.y, up.z*vz.x - up.x*vz.z, up.x*vz.y - up.y*vz.x }; | |
| 1951 | |
| 1952 // Vector3Normalize(x) | |
| 1953 v = vx; | |
| 1954 length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); | |
| 1955 if (length == 0.0f) length = 1.0f; | |
| 1956 ilength = 1.0f/length; | |
| 1957 vx.x *= ilength; | |
| 1958 vx.y *= ilength; | |
| 1959 vx.z *= ilength; | |
| 1960 | |
| 1961 // Vector3CrossProduct(vz, vx) | |
| 1962 Vector3 vy = { vz.y*vx.z - vz.z*vx.y, vz.z*vx.x - vz.x*vx.z, vz.x*vx.y - vz.y*vx.x }; | |
| 1963 | |
| 1964 result.m0 = vx.x; | |
| 1965 result.m1 = vy.x; | |
| 1966 result.m2 = vz.x; | |
| 1967 result.m3 = 0.0f; | |
| 1968 result.m4 = vx.y; | |
| 1969 result.m5 = vy.y; | |
| 1970 result.m6 = vz.y; | |
| 1971 result.m7 = 0.0f; | |
| 1972 result.m8 = vx.z; | |
| 1973 result.m9 = vy.z; | |
| 1974 result.m10 = vz.z; | |
| 1975 result.m11 = 0.0f; | |
| 1976 result.m12 = -(vx.x*eye.x + vx.y*eye.y + vx.z*eye.z); // Vector3DotProduct(vx, eye) | |
| 1977 result.m13 = -(vy.x*eye.x + vy.y*eye.y + vy.z*eye.z); // Vector3DotProduct(vy, eye) | |
| 1978 result.m14 = -(vz.x*eye.x + vz.y*eye.y + vz.z*eye.z); // Vector3DotProduct(vz, eye) | |
| 1979 result.m15 = 1.0f; | |
| 1980 | |
| 1981 return result; | |
| 1982 } | |
| 1983 | |
| 1984 // Get float array of matrix data | |
| 1985 RMAPI float16 MatrixToFloatV(Matrix mat) | |
| 1986 { | |
| 1987 float16 result = { 0 }; | |
| 1988 | |
| 1989 result.v[0] = mat.m0; | |
| 1990 result.v[1] = mat.m1; | |
| 1991 result.v[2] = mat.m2; | |
| 1992 result.v[3] = mat.m3; | |
| 1993 result.v[4] = mat.m4; | |
| 1994 result.v[5] = mat.m5; | |
| 1995 result.v[6] = mat.m6; | |
| 1996 result.v[7] = mat.m7; | |
| 1997 result.v[8] = mat.m8; | |
| 1998 result.v[9] = mat.m9; | |
| 1999 result.v[10] = mat.m10; | |
| 2000 result.v[11] = mat.m11; | |
| 2001 result.v[12] = mat.m12; | |
| 2002 result.v[13] = mat.m13; | |
| 2003 result.v[14] = mat.m14; | |
| 2004 result.v[15] = mat.m15; | |
| 2005 | |
| 2006 return result; | |
| 2007 } | |
| 2008 | |
| 2009 //---------------------------------------------------------------------------------- | |
| 2010 // Module Functions Definition - Quaternion math | |
| 2011 //---------------------------------------------------------------------------------- | |
| 2012 | |
| 2013 // Add two quaternions | |
| 2014 RMAPI Quaternion QuaternionAdd(Quaternion q1, Quaternion q2) | |
| 2015 { | |
| 2016 Quaternion result = {q1.x + q2.x, q1.y + q2.y, q1.z + q2.z, q1.w + q2.w}; | |
| 2017 | |
| 2018 return result; | |
| 2019 } | |
| 2020 | |
| 2021 // Add quaternion and float value | |
| 2022 RMAPI Quaternion QuaternionAddValue(Quaternion q, float add) | |
| 2023 { | |
| 2024 Quaternion result = {q.x + add, q.y + add, q.z + add, q.w + add}; | |
| 2025 | |
| 2026 return result; | |
| 2027 } | |
| 2028 | |
| 2029 // Subtract two quaternions | |
| 2030 RMAPI Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2) | |
| 2031 { | |
| 2032 Quaternion result = {q1.x - q2.x, q1.y - q2.y, q1.z - q2.z, q1.w - q2.w}; | |
| 2033 | |
| 2034 return result; | |
| 2035 } | |
| 2036 | |
| 2037 // Subtract quaternion and float value | |
| 2038 RMAPI Quaternion QuaternionSubtractValue(Quaternion q, float sub) | |
| 2039 { | |
| 2040 Quaternion result = {q.x - sub, q.y - sub, q.z - sub, q.w - sub}; | |
| 2041 | |
| 2042 return result; | |
| 2043 } | |
| 2044 | |
| 2045 // Get identity quaternion | |
| 2046 RMAPI Quaternion QuaternionIdentity(void) | |
| 2047 { | |
| 2048 Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f }; | |
| 2049 | |
| 2050 return result; | |
| 2051 } | |
| 2052 | |
| 2053 // Computes the length of a quaternion | |
| 2054 RMAPI float QuaternionLength(Quaternion q) | |
| 2055 { | |
| 2056 float result = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); | |
| 2057 | |
| 2058 return result; | |
| 2059 } | |
| 2060 | |
| 2061 // Normalize provided quaternion | |
| 2062 RMAPI Quaternion QuaternionNormalize(Quaternion q) | |
| 2063 { | |
| 2064 Quaternion result = { 0 }; | |
| 2065 | |
| 2066 float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); | |
| 2067 if (length == 0.0f) length = 1.0f; | |
| 2068 float ilength = 1.0f/length; | |
| 2069 | |
| 2070 result.x = q.x*ilength; | |
| 2071 result.y = q.y*ilength; | |
| 2072 result.z = q.z*ilength; | |
| 2073 result.w = q.w*ilength; | |
| 2074 | |
| 2075 return result; | |
| 2076 } | |
| 2077 | |
| 2078 // Invert provided quaternion | |
| 2079 RMAPI Quaternion QuaternionInvert(Quaternion q) | |
| 2080 { | |
| 2081 Quaternion result = q; | |
| 2082 | |
| 2083 float lengthSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w; | |
| 2084 | |
| 2085 if (lengthSq != 0.0f) | |
| 2086 { | |
| 2087 float invLength = 1.0f/lengthSq; | |
| 2088 | |
| 2089 result.x *= -invLength; | |
| 2090 result.y *= -invLength; | |
| 2091 result.z *= -invLength; | |
| 2092 result.w *= invLength; | |
| 2093 } | |
| 2094 | |
| 2095 return result; | |
| 2096 } | |
| 2097 | |
| 2098 // Calculate two quaternion multiplication | |
| 2099 RMAPI Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2) | |
| 2100 { | |
| 2101 Quaternion result = { 0 }; | |
| 2102 | |
| 2103 float qax = q1.x, qay = q1.y, qaz = q1.z, qaw = q1.w; | |
| 2104 float qbx = q2.x, qby = q2.y, qbz = q2.z, qbw = q2.w; | |
| 2105 | |
| 2106 result.x = qax*qbw + qaw*qbx + qay*qbz - qaz*qby; | |
| 2107 result.y = qay*qbw + qaw*qby + qaz*qbx - qax*qbz; | |
| 2108 result.z = qaz*qbw + qaw*qbz + qax*qby - qay*qbx; | |
| 2109 result.w = qaw*qbw - qax*qbx - qay*qby - qaz*qbz; | |
| 2110 | |
| 2111 return result; | |
| 2112 } | |
| 2113 | |
| 2114 // Scale quaternion by float value | |
| 2115 RMAPI Quaternion QuaternionScale(Quaternion q, float mul) | |
| 2116 { | |
| 2117 Quaternion result = { 0 }; | |
| 2118 | |
| 2119 result.x = q.x*mul; | |
| 2120 result.y = q.y*mul; | |
| 2121 result.z = q.z*mul; | |
| 2122 result.w = q.w*mul; | |
| 2123 | |
| 2124 return result; | |
| 2125 } | |
| 2126 | |
| 2127 // Divide two quaternions | |
| 2128 RMAPI Quaternion QuaternionDivide(Quaternion q1, Quaternion q2) | |
| 2129 { | |
| 2130 Quaternion result = { q1.x/q2.x, q1.y/q2.y, q1.z/q2.z, q1.w/q2.w }; | |
| 2131 | |
| 2132 return result; | |
| 2133 } | |
| 2134 | |
| 2135 // Calculate linear interpolation between two quaternions | |
| 2136 RMAPI Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount) | |
| 2137 { | |
| 2138 Quaternion result = { 0 }; | |
| 2139 | |
| 2140 result.x = q1.x + amount*(q2.x - q1.x); | |
| 2141 result.y = q1.y + amount*(q2.y - q1.y); | |
| 2142 result.z = q1.z + amount*(q2.z - q1.z); | |
| 2143 result.w = q1.w + amount*(q2.w - q1.w); | |
| 2144 | |
| 2145 return result; | |
| 2146 } | |
| 2147 | |
| 2148 // Calculate slerp-optimized interpolation between two quaternions | |
| 2149 RMAPI Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount) | |
| 2150 { | |
| 2151 Quaternion result = { 0 }; | |
| 2152 | |
| 2153 // QuaternionLerp(q1, q2, amount) | |
| 2154 result.x = q1.x + amount*(q2.x - q1.x); | |
| 2155 result.y = q1.y + amount*(q2.y - q1.y); | |
| 2156 result.z = q1.z + amount*(q2.z - q1.z); | |
| 2157 result.w = q1.w + amount*(q2.w - q1.w); | |
| 2158 | |
| 2159 // QuaternionNormalize(q); | |
| 2160 Quaternion q = result; | |
| 2161 float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); | |
| 2162 if (length == 0.0f) length = 1.0f; | |
| 2163 float ilength = 1.0f/length; | |
| 2164 | |
| 2165 result.x = q.x*ilength; | |
| 2166 result.y = q.y*ilength; | |
| 2167 result.z = q.z*ilength; | |
| 2168 result.w = q.w*ilength; | |
| 2169 | |
| 2170 return result; | |
| 2171 } | |
| 2172 | |
| 2173 // Calculates spherical linear interpolation between two quaternions | |
| 2174 RMAPI Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount) | |
| 2175 { | |
| 2176 Quaternion result = { 0 }; | |
| 2177 | |
| 2178 #if !defined(EPSILON) | |
| 2179 #define EPSILON 0.000001f | |
| 2180 #endif | |
| 2181 | |
| 2182 float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w; | |
| 2183 | |
| 2184 if (cosHalfTheta < 0) | |
| 2185 { | |
| 2186 q2.x = -q2.x; q2.y = -q2.y; q2.z = -q2.z; q2.w = -q2.w; | |
| 2187 cosHalfTheta = -cosHalfTheta; | |
| 2188 } | |
| 2189 | |
| 2190 if (fabsf(cosHalfTheta) >= 1.0f) result = q1; | |
| 2191 else if (cosHalfTheta > 0.95f) result = QuaternionNlerp(q1, q2, amount); | |
| 2192 else | |
| 2193 { | |
| 2194 float halfTheta = acosf(cosHalfTheta); | |
| 2195 float sinHalfTheta = sqrtf(1.0f - cosHalfTheta*cosHalfTheta); | |
| 2196 | |
| 2197 if (fabsf(sinHalfTheta) < EPSILON) | |
| 2198 { | |
| 2199 result.x = (q1.x*0.5f + q2.x*0.5f); | |
| 2200 result.y = (q1.y*0.5f + q2.y*0.5f); | |
| 2201 result.z = (q1.z*0.5f + q2.z*0.5f); | |
| 2202 result.w = (q1.w*0.5f + q2.w*0.5f); | |
| 2203 } | |
| 2204 else | |
| 2205 { | |
| 2206 float ratioA = sinf((1 - amount)*halfTheta)/sinHalfTheta; | |
| 2207 float ratioB = sinf(amount*halfTheta)/sinHalfTheta; | |
| 2208 | |
| 2209 result.x = (q1.x*ratioA + q2.x*ratioB); | |
| 2210 result.y = (q1.y*ratioA + q2.y*ratioB); | |
| 2211 result.z = (q1.z*ratioA + q2.z*ratioB); | |
| 2212 result.w = (q1.w*ratioA + q2.w*ratioB); | |
| 2213 } | |
| 2214 } | |
| 2215 | |
| 2216 return result; | |
| 2217 } | |
| 2218 | |
| 2219 // Calculate quaternion cubic spline interpolation using Cubic Hermite Spline algorithm | |
| 2220 // as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic | |
| 2221 RMAPI Quaternion QuaternionCubicHermiteSpline(Quaternion q1, Quaternion outTangent1, Quaternion q2, Quaternion inTangent2, float t) | |
| 2222 { | |
| 2223 float t2 = t*t; | |
| 2224 float t3 = t2*t; | |
| 2225 float h00 = 2*t3 - 3*t2 + 1; | |
| 2226 float h10 = t3 - 2*t2 + t; | |
| 2227 float h01 = -2*t3 + 3*t2; | |
| 2228 float h11 = t3 - t2; | |
| 2229 | |
| 2230 Quaternion p0 = QuaternionScale(q1, h00); | |
| 2231 Quaternion m0 = QuaternionScale(outTangent1, h10); | |
| 2232 Quaternion p1 = QuaternionScale(q2, h01); | |
| 2233 Quaternion m1 = QuaternionScale(inTangent2, h11); | |
| 2234 | |
| 2235 Quaternion result = { 0 }; | |
| 2236 | |
| 2237 result = QuaternionAdd(p0, m0); | |
| 2238 result = QuaternionAdd(result, p1); | |
| 2239 result = QuaternionAdd(result, m1); | |
| 2240 result = QuaternionNormalize(result); | |
| 2241 | |
| 2242 return result; | |
| 2243 } | |
| 2244 | |
| 2245 // Calculate quaternion based on the rotation from one vector to another | |
| 2246 RMAPI Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to) | |
| 2247 { | |
| 2248 Quaternion result = { 0 }; | |
| 2249 | |
| 2250 float cos2Theta = (from.x*to.x + from.y*to.y + from.z*to.z); // Vector3DotProduct(from, to) | |
| 2251 Vector3 cross = { from.y*to.z - from.z*to.y, from.z*to.x - from.x*to.z, from.x*to.y - from.y*to.x }; // Vector3CrossProduct(from, to) | |
| 2252 | |
| 2253 result.x = cross.x; | |
| 2254 result.y = cross.y; | |
| 2255 result.z = cross.z; | |
| 2256 result.w = 1.0f + cos2Theta; | |
| 2257 | |
| 2258 // QuaternionNormalize(q); | |
| 2259 // NOTE: Normalize to essentially nlerp the original and identity to 0.5 | |
| 2260 Quaternion q = result; | |
| 2261 float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); | |
| 2262 if (length == 0.0f) length = 1.0f; | |
| 2263 float ilength = 1.0f/length; | |
| 2264 | |
| 2265 result.x = q.x*ilength; | |
| 2266 result.y = q.y*ilength; | |
| 2267 result.z = q.z*ilength; | |
| 2268 result.w = q.w*ilength; | |
| 2269 | |
| 2270 return result; | |
| 2271 } | |
| 2272 | |
| 2273 // Get a quaternion for a given rotation matrix | |
| 2274 RMAPI Quaternion QuaternionFromMatrix(Matrix mat) | |
| 2275 { | |
| 2276 Quaternion result = { 0 }; | |
| 2277 | |
| 2278 float fourWSquaredMinus1 = mat.m0 + mat.m5 + mat.m10; | |
| 2279 float fourXSquaredMinus1 = mat.m0 - mat.m5 - mat.m10; | |
| 2280 float fourYSquaredMinus1 = mat.m5 - mat.m0 - mat.m10; | |
| 2281 float fourZSquaredMinus1 = mat.m10 - mat.m0 - mat.m5; | |
| 2282 | |
| 2283 int biggestIndex = 0; | |
| 2284 float fourBiggestSquaredMinus1 = fourWSquaredMinus1; | |
| 2285 if (fourXSquaredMinus1 > fourBiggestSquaredMinus1) | |
| 2286 { | |
| 2287 fourBiggestSquaredMinus1 = fourXSquaredMinus1; | |
| 2288 biggestIndex = 1; | |
| 2289 } | |
| 2290 | |
| 2291 if (fourYSquaredMinus1 > fourBiggestSquaredMinus1) | |
| 2292 { | |
| 2293 fourBiggestSquaredMinus1 = fourYSquaredMinus1; | |
| 2294 biggestIndex = 2; | |
| 2295 } | |
| 2296 | |
| 2297 if (fourZSquaredMinus1 > fourBiggestSquaredMinus1) | |
| 2298 { | |
| 2299 fourBiggestSquaredMinus1 = fourZSquaredMinus1; | |
| 2300 biggestIndex = 3; | |
| 2301 } | |
| 2302 | |
| 2303 float biggestVal = sqrtf(fourBiggestSquaredMinus1 + 1.0f)*0.5f; | |
| 2304 float mult = 0.25f/biggestVal; | |
| 2305 | |
| 2306 switch (biggestIndex) | |
| 2307 { | |
| 2308 case 0: | |
| 2309 result.w = biggestVal; | |
| 2310 result.x = (mat.m6 - mat.m9)*mult; | |
| 2311 result.y = (mat.m8 - mat.m2)*mult; | |
| 2312 result.z = (mat.m1 - mat.m4)*mult; | |
| 2313 break; | |
| 2314 case 1: | |
| 2315 result.x = biggestVal; | |
| 2316 result.w = (mat.m6 - mat.m9)*mult; | |
| 2317 result.y = (mat.m1 + mat.m4)*mult; | |
| 2318 result.z = (mat.m8 + mat.m2)*mult; | |
| 2319 break; | |
| 2320 case 2: | |
| 2321 result.y = biggestVal; | |
| 2322 result.w = (mat.m8 - mat.m2)*mult; | |
| 2323 result.x = (mat.m1 + mat.m4)*mult; | |
| 2324 result.z = (mat.m6 + mat.m9)*mult; | |
| 2325 break; | |
| 2326 case 3: | |
| 2327 result.z = biggestVal; | |
| 2328 result.w = (mat.m1 - mat.m4)*mult; | |
| 2329 result.x = (mat.m8 + mat.m2)*mult; | |
| 2330 result.y = (mat.m6 + mat.m9)*mult; | |
| 2331 break; | |
| 2332 } | |
| 2333 | |
| 2334 return result; | |
| 2335 } | |
| 2336 | |
| 2337 // Get a matrix for a given quaternion | |
| 2338 RMAPI Matrix QuaternionToMatrix(Quaternion q) | |
| 2339 { | |
| 2340 Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, | |
| 2341 0.0f, 1.0f, 0.0f, 0.0f, | |
| 2342 0.0f, 0.0f, 1.0f, 0.0f, | |
| 2343 0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity() | |
| 2344 | |
| 2345 float a2 = q.x*q.x; | |
| 2346 float b2 = q.y*q.y; | |
| 2347 float c2 = q.z*q.z; | |
| 2348 float ac = q.x*q.z; | |
| 2349 float ab = q.x*q.y; | |
| 2350 float bc = q.y*q.z; | |
| 2351 float ad = q.w*q.x; | |
| 2352 float bd = q.w*q.y; | |
| 2353 float cd = q.w*q.z; | |
| 2354 | |
| 2355 result.m0 = 1 - 2*(b2 + c2); | |
| 2356 result.m1 = 2*(ab + cd); | |
| 2357 result.m2 = 2*(ac - bd); | |
| 2358 | |
| 2359 result.m4 = 2*(ab - cd); | |
| 2360 result.m5 = 1 - 2*(a2 + c2); | |
| 2361 result.m6 = 2*(bc + ad); | |
| 2362 | |
| 2363 result.m8 = 2*(ac + bd); | |
| 2364 result.m9 = 2*(bc - ad); | |
| 2365 result.m10 = 1 - 2*(a2 + b2); | |
| 2366 | |
| 2367 return result; | |
| 2368 } | |
| 2369 | |
| 2370 // Get rotation quaternion for an angle and axis | |
| 2371 // NOTE: Angle must be provided in radians | |
| 2372 RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle) | |
| 2373 { | |
| 2374 Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f }; | |
| 2375 | |
| 2376 float axisLength = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z); | |
| 2377 | |
| 2378 if (axisLength != 0.0f) | |
| 2379 { | |
| 2380 angle *= 0.5f; | |
| 2381 | |
| 2382 float length = 0.0f; | |
| 2383 float ilength = 0.0f; | |
| 2384 | |
| 2385 // Vector3Normalize(axis) | |
| 2386 length = axisLength; | |
| 2387 if (length == 0.0f) length = 1.0f; | |
| 2388 ilength = 1.0f/length; | |
| 2389 axis.x *= ilength; | |
| 2390 axis.y *= ilength; | |
| 2391 axis.z *= ilength; | |
| 2392 | |
| 2393 float sinres = sinf(angle); | |
| 2394 float cosres = cosf(angle); | |
| 2395 | |
| 2396 result.x = axis.x*sinres; | |
| 2397 result.y = axis.y*sinres; | |
| 2398 result.z = axis.z*sinres; | |
| 2399 result.w = cosres; | |
| 2400 | |
| 2401 // QuaternionNormalize(q); | |
| 2402 Quaternion q = result; | |
| 2403 length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); | |
| 2404 if (length == 0.0f) length = 1.0f; | |
| 2405 ilength = 1.0f/length; | |
| 2406 result.x = q.x*ilength; | |
| 2407 result.y = q.y*ilength; | |
| 2408 result.z = q.z*ilength; | |
| 2409 result.w = q.w*ilength; | |
| 2410 } | |
| 2411 | |
| 2412 return result; | |
| 2413 } | |
| 2414 | |
| 2415 // Get the rotation angle and axis for a given quaternion | |
| 2416 RMAPI void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle) | |
| 2417 { | |
| 2418 if (fabsf(q.w) > 1.0f) | |
| 2419 { | |
| 2420 // QuaternionNormalize(q); | |
| 2421 float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); | |
| 2422 if (length == 0.0f) length = 1.0f; | |
| 2423 float ilength = 1.0f/length; | |
| 2424 | |
| 2425 q.x = q.x*ilength; | |
| 2426 q.y = q.y*ilength; | |
| 2427 q.z = q.z*ilength; | |
| 2428 q.w = q.w*ilength; | |
| 2429 } | |
| 2430 | |
| 2431 Vector3 resAxis = { 0.0f, 0.0f, 0.0f }; | |
| 2432 float resAngle = 2.0f*acosf(q.w); | |
| 2433 float den = sqrtf(1.0f - q.w*q.w); | |
| 2434 | |
| 2435 if (den > EPSILON) | |
| 2436 { | |
| 2437 resAxis.x = q.x/den; | |
| 2438 resAxis.y = q.y/den; | |
| 2439 resAxis.z = q.z/den; | |
| 2440 } | |
| 2441 else | |
| 2442 { | |
| 2443 // This occurs when the angle is zero. | |
| 2444 // Not a problem: just set an arbitrary normalized axis. | |
| 2445 resAxis.x = 1.0f; | |
| 2446 } | |
| 2447 | |
| 2448 *outAxis = resAxis; | |
| 2449 *outAngle = resAngle; | |
| 2450 } | |
| 2451 | |
| 2452 // Get the quaternion equivalent to Euler angles | |
| 2453 // NOTE: Rotation order is ZYX | |
| 2454 RMAPI Quaternion QuaternionFromEuler(float pitch, float yaw, float roll) | |
| 2455 { | |
| 2456 Quaternion result = { 0 }; | |
| 2457 | |
| 2458 float x0 = cosf(pitch*0.5f); | |
| 2459 float x1 = sinf(pitch*0.5f); | |
| 2460 float y0 = cosf(yaw*0.5f); | |
| 2461 float y1 = sinf(yaw*0.5f); | |
| 2462 float z0 = cosf(roll*0.5f); | |
| 2463 float z1 = sinf(roll*0.5f); | |
| 2464 | |
| 2465 result.x = x1*y0*z0 - x0*y1*z1; | |
| 2466 result.y = x0*y1*z0 + x1*y0*z1; | |
| 2467 result.z = x0*y0*z1 - x1*y1*z0; | |
| 2468 result.w = x0*y0*z0 + x1*y1*z1; | |
| 2469 | |
| 2470 return result; | |
| 2471 } | |
| 2472 | |
| 2473 // Get the Euler angles equivalent to quaternion (roll, pitch, yaw) | |
| 2474 // NOTE: Angles are returned in a Vector3 struct in radians | |
| 2475 RMAPI Vector3 QuaternionToEuler(Quaternion q) | |
| 2476 { | |
| 2477 Vector3 result = { 0 }; | |
| 2478 | |
| 2479 // Roll (x-axis rotation) | |
| 2480 float x0 = 2.0f*(q.w*q.x + q.y*q.z); | |
| 2481 float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y); | |
| 2482 result.x = atan2f(x0, x1); | |
| 2483 | |
| 2484 // Pitch (y-axis rotation) | |
| 2485 float y0 = 2.0f*(q.w*q.y - q.z*q.x); | |
| 2486 y0 = y0 > 1.0f ? 1.0f : y0; | |
| 2487 y0 = y0 < -1.0f ? -1.0f : y0; | |
| 2488 result.y = asinf(y0); | |
| 2489 | |
| 2490 // Yaw (z-axis rotation) | |
| 2491 float z0 = 2.0f*(q.w*q.z + q.x*q.y); | |
| 2492 float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z); | |
| 2493 result.z = atan2f(z0, z1); | |
| 2494 | |
| 2495 return result; | |
| 2496 } | |
| 2497 | |
| 2498 // Transform a quaternion given a transformation matrix | |
| 2499 RMAPI Quaternion QuaternionTransform(Quaternion q, Matrix mat) | |
| 2500 { | |
| 2501 Quaternion result = { 0 }; | |
| 2502 | |
| 2503 result.x = mat.m0*q.x + mat.m4*q.y + mat.m8*q.z + mat.m12*q.w; | |
| 2504 result.y = mat.m1*q.x + mat.m5*q.y + mat.m9*q.z + mat.m13*q.w; | |
| 2505 result.z = mat.m2*q.x + mat.m6*q.y + mat.m10*q.z + mat.m14*q.w; | |
| 2506 result.w = mat.m3*q.x + mat.m7*q.y + mat.m11*q.z + mat.m15*q.w; | |
| 2507 | |
| 2508 return result; | |
| 2509 } | |
| 2510 | |
| 2511 // Check whether two given quaternions are almost equal | |
| 2512 RMAPI int QuaternionEquals(Quaternion p, Quaternion q) | |
| 2513 { | |
| 2514 #if !defined(EPSILON) | |
| 2515 #define EPSILON 0.000001f | |
| 2516 #endif | |
| 2517 | |
| 2518 int result = (((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) && | |
| 2519 ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) && | |
| 2520 ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) && | |
| 2521 ((fabsf(p.w - q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w)))))) || | |
| 2522 (((fabsf(p.x + q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) && | |
| 2523 ((fabsf(p.y + q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) && | |
| 2524 ((fabsf(p.z + q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) && | |
| 2525 ((fabsf(p.w + q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w)))))); | |
| 2526 | |
| 2527 return result; | |
| 2528 } | |
| 2529 | |
| 2530 // Decompose a transformation matrix into its rotational, translational and scaling components | |
| 2531 RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotation, Vector3 *scale) | |
| 2532 { | |
| 2533 // Extract translation. | |
| 2534 translation->x = mat.m12; | |
| 2535 translation->y = mat.m13; | |
| 2536 translation->z = mat.m14; | |
| 2537 | |
| 2538 // Extract upper-left for determinant computation | |
| 2539 const float a = mat.m0; | |
| 2540 const float b = mat.m4; | |
| 2541 const float c = mat.m8; | |
| 2542 const float d = mat.m1; | |
| 2543 const float e = mat.m5; | |
| 2544 const float f = mat.m9; | |
| 2545 const float g = mat.m2; | |
| 2546 const float h = mat.m6; | |
| 2547 const float i = mat.m10; | |
| 2548 const float A = e*i - f*h; | |
| 2549 const float B = f*g - d*i; | |
| 2550 const float C = d*h - e*g; | |
| 2551 | |
| 2552 // Extract scale | |
| 2553 const float det = a*A + b*B + c*C; | |
| 2554 Vector3 abc = { a, b, c }; | |
| 2555 Vector3 def = { d, e, f }; | |
| 2556 Vector3 ghi = { g, h, i }; | |
| 2557 | |
| 2558 float scalex = Vector3Length(abc); | |
| 2559 float scaley = Vector3Length(def); | |
| 2560 float scalez = Vector3Length(ghi); | |
| 2561 Vector3 s = { scalex, scaley, scalez }; | |
| 2562 | |
| 2563 if (det < 0) s = Vector3Negate(s); | |
| 2564 | |
| 2565 *scale = s; | |
| 2566 | |
| 2567 // Remove scale from the matrix if it is not close to zero | |
| 2568 Matrix clone = mat; | |
| 2569 if (!FloatEquals(det, 0)) | |
| 2570 { | |
| 2571 clone.m0 /= s.x; | |
| 2572 clone.m4 /= s.x; | |
| 2573 clone.m8 /= s.x; | |
| 2574 clone.m1 /= s.y; | |
| 2575 clone.m5 /= s.y; | |
| 2576 clone.m9 /= s.y; | |
| 2577 clone.m2 /= s.z; | |
| 2578 clone.m6 /= s.z; | |
| 2579 clone.m10 /= s.z; | |
| 2580 | |
| 2581 // Extract rotation | |
| 2582 *rotation = QuaternionFromMatrix(clone); | |
| 2583 } | |
| 2584 else | |
| 2585 { | |
| 2586 // Set to identity if close to zero | |
| 2587 *rotation = QuaternionIdentity(); | |
| 2588 } | |
| 2589 } | |
| 2590 | |
| 2591 #if defined(__cplusplus) && !defined(RAYMATH_DISABLE_CPP_OPERATORS) | |
| 2592 | |
| 2593 // Optional C++ math operators | |
| 2594 //------------------------------------------------------------------------------- | |
| 2595 | |
| 2596 // Vector2 operators | |
| 2597 static constexpr Vector2 Vector2Zeros = { 0, 0 }; | |
| 2598 static constexpr Vector2 Vector2Ones = { 1, 1 }; | |
| 2599 static constexpr Vector2 Vector2UnitX = { 1, 0 }; | |
| 2600 static constexpr Vector2 Vector2UnitY = { 0, 1 }; | |
| 2601 | |
| 2602 inline Vector2 operator + (const Vector2& lhs, const Vector2& rhs) | |
| 2603 { | |
| 2604 return Vector2Add(lhs, rhs); | |
| 2605 } | |
| 2606 | |
| 2607 inline const Vector2& operator += (Vector2& lhs, const Vector2& rhs) | |
| 2608 { | |
| 2609 lhs = Vector2Add(lhs, rhs); | |
| 2610 return lhs; | |
| 2611 } | |
| 2612 | |
| 2613 inline Vector2 operator - (const Vector2& lhs, const Vector2& rhs) | |
| 2614 { | |
| 2615 return Vector2Subtract(lhs, rhs); | |
| 2616 } | |
| 2617 | |
| 2618 inline const Vector2& operator -= (Vector2& lhs, const Vector2& rhs) | |
| 2619 { | |
| 2620 lhs = Vector2Subtract(lhs, rhs); | |
| 2621 return lhs; | |
| 2622 } | |
| 2623 | |
| 2624 inline Vector2 operator * (const Vector2& lhs, const float& rhs) | |
| 2625 { | |
| 2626 return Vector2Scale(lhs, rhs); | |
| 2627 } | |
| 2628 | |
| 2629 inline const Vector2& operator *= (Vector2& lhs, const float& rhs) | |
| 2630 { | |
| 2631 lhs = Vector2Scale(lhs, rhs); | |
| 2632 return lhs; | |
| 2633 } | |
| 2634 | |
| 2635 inline Vector2 operator * (const Vector2& lhs, const Vector2& rhs) | |
| 2636 { | |
| 2637 return Vector2Multiply(lhs, rhs); | |
| 2638 } | |
| 2639 | |
| 2640 inline const Vector2& operator *= (Vector2& lhs, const Vector2& rhs) | |
| 2641 { | |
| 2642 lhs = Vector2Multiply(lhs, rhs); | |
| 2643 return lhs; | |
| 2644 } | |
| 2645 | |
| 2646 inline Vector2 operator * (const Vector2& lhs, const Matrix& rhs) | |
| 2647 { | |
| 2648 return Vector2Transform(lhs, rhs); | |
| 2649 } | |
| 2650 | |
| 2651 inline const Vector2& operator -= (Vector2& lhs, const Matrix& rhs) | |
| 2652 { | |
| 2653 lhs = Vector2Transform(lhs, rhs); | |
| 2654 return lhs; | |
| 2655 } | |
| 2656 | |
| 2657 inline Vector2 operator / (const Vector2& lhs, const float& rhs) | |
| 2658 { | |
| 2659 return Vector2Scale(lhs, 1.0f / rhs); | |
| 2660 } | |
| 2661 | |
| 2662 inline const Vector2& operator /= (Vector2& lhs, const float& rhs) | |
| 2663 { | |
| 2664 lhs = Vector2Scale(lhs, rhs); | |
| 2665 return lhs; | |
| 2666 } | |
| 2667 | |
| 2668 inline Vector2 operator / (const Vector2& lhs, const Vector2& rhs) | |
| 2669 { | |
| 2670 return Vector2Divide(lhs, rhs); | |
| 2671 } | |
| 2672 | |
| 2673 inline const Vector2& operator /= (Vector2& lhs, const Vector2& rhs) | |
| 2674 { | |
| 2675 lhs = Vector2Divide(lhs, rhs); | |
| 2676 return lhs; | |
| 2677 } | |
| 2678 | |
| 2679 inline bool operator == (const Vector2& lhs, const Vector2& rhs) | |
| 2680 { | |
| 2681 return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y); | |
| 2682 } | |
| 2683 | |
| 2684 inline bool operator != (const Vector2& lhs, const Vector2& rhs) | |
| 2685 { | |
| 2686 return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y); | |
| 2687 } | |
| 2688 | |
| 2689 // Vector3 operators | |
| 2690 static constexpr Vector3 Vector3Zeros = { 0, 0, 0 }; | |
| 2691 static constexpr Vector3 Vector3Ones = { 1, 1, 1 }; | |
| 2692 static constexpr Vector3 Vector3UnitX = { 1, 0, 0 }; | |
| 2693 static constexpr Vector3 Vector3UnitY = { 0, 1, 0 }; | |
| 2694 static constexpr Vector3 Vector3UnitZ = { 0, 0, 1 }; | |
| 2695 | |
| 2696 inline Vector3 operator + (const Vector3& lhs, const Vector3& rhs) | |
| 2697 { | |
| 2698 return Vector3Add(lhs, rhs); | |
| 2699 } | |
| 2700 | |
| 2701 inline const Vector3& operator += (Vector3& lhs, const Vector3& rhs) | |
| 2702 { | |
| 2703 lhs = Vector3Add(lhs, rhs); | |
| 2704 return lhs; | |
| 2705 } | |
| 2706 | |
| 2707 inline Vector3 operator - (const Vector3& lhs, const Vector3& rhs) | |
| 2708 { | |
| 2709 return Vector3Subtract(lhs, rhs); | |
| 2710 } | |
| 2711 | |
| 2712 inline const Vector3& operator -= (Vector3& lhs, const Vector3& rhs) | |
| 2713 { | |
| 2714 lhs = Vector3Subtract(lhs, rhs); | |
| 2715 return lhs; | |
| 2716 } | |
| 2717 | |
| 2718 inline Vector3 operator * (const Vector3& lhs, const float& rhs) | |
| 2719 { | |
| 2720 return Vector3Scale(lhs, rhs); | |
| 2721 } | |
| 2722 | |
| 2723 inline const Vector3& operator *= (Vector3& lhs, const float& rhs) | |
| 2724 { | |
| 2725 lhs = Vector3Scale(lhs, rhs); | |
| 2726 return lhs; | |
| 2727 } | |
| 2728 | |
| 2729 inline Vector3 operator * (const Vector3& lhs, const Vector3& rhs) | |
| 2730 { | |
| 2731 return Vector3Multiply(lhs, rhs); | |
| 2732 } | |
| 2733 | |
| 2734 inline const Vector3& operator *= (Vector3& lhs, const Vector3& rhs) | |
| 2735 { | |
| 2736 lhs = Vector3Multiply(lhs, rhs); | |
| 2737 return lhs; | |
| 2738 } | |
| 2739 | |
| 2740 inline Vector3 operator * (const Vector3& lhs, const Matrix& rhs) | |
| 2741 { | |
| 2742 return Vector3Transform(lhs, rhs); | |
| 2743 } | |
| 2744 | |
| 2745 inline const Vector3& operator -= (Vector3& lhs, const Matrix& rhs) | |
| 2746 { | |
| 2747 lhs = Vector3Transform(lhs, rhs); | |
| 2748 return lhs; | |
| 2749 } | |
| 2750 | |
| 2751 inline Vector3 operator / (const Vector3& lhs, const float& rhs) | |
| 2752 { | |
| 2753 return Vector3Scale(lhs, 1.0f / rhs); | |
| 2754 } | |
| 2755 | |
| 2756 inline const Vector3& operator /= (Vector3& lhs, const float& rhs) | |
| 2757 { | |
| 2758 lhs = Vector3Scale(lhs, rhs); | |
| 2759 return lhs; | |
| 2760 } | |
| 2761 | |
| 2762 inline Vector3 operator / (const Vector3& lhs, const Vector3& rhs) | |
| 2763 { | |
| 2764 return Vector3Divide(lhs, rhs); | |
| 2765 } | |
| 2766 | |
| 2767 inline const Vector3& operator /= (Vector3& lhs, const Vector3& rhs) | |
| 2768 { | |
| 2769 lhs = Vector3Divide(lhs, rhs); | |
| 2770 return lhs; | |
| 2771 } | |
| 2772 | |
| 2773 inline bool operator == (const Vector3& lhs, const Vector3& rhs) | |
| 2774 { | |
| 2775 return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z); | |
| 2776 } | |
| 2777 | |
| 2778 inline bool operator != (const Vector3& lhs, const Vector3& rhs) | |
| 2779 { | |
| 2780 return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z); | |
| 2781 } | |
| 2782 | |
| 2783 // Vector4 operators | |
| 2784 static constexpr Vector4 Vector4Zeros = { 0, 0, 0, 0 }; | |
| 2785 static constexpr Vector4 Vector4Ones = { 1, 1, 1, 1 }; | |
| 2786 static constexpr Vector4 Vector4UnitX = { 1, 0, 0, 0 }; | |
| 2787 static constexpr Vector4 Vector4UnitY = { 0, 1, 0, 0 }; | |
| 2788 static constexpr Vector4 Vector4UnitZ = { 0, 0, 1, 0 }; | |
| 2789 static constexpr Vector4 Vector4UnitW = { 0, 0, 0, 1 }; | |
| 2790 | |
| 2791 inline Vector4 operator + (const Vector4& lhs, const Vector4& rhs) | |
| 2792 { | |
| 2793 return Vector4Add(lhs, rhs); | |
| 2794 } | |
| 2795 | |
| 2796 inline const Vector4& operator += (Vector4& lhs, const Vector4& rhs) | |
| 2797 { | |
| 2798 lhs = Vector4Add(lhs, rhs); | |
| 2799 return lhs; | |
| 2800 } | |
| 2801 | |
| 2802 inline Vector4 operator - (const Vector4& lhs, const Vector4& rhs) | |
| 2803 { | |
| 2804 return Vector4Subtract(lhs, rhs); | |
| 2805 } | |
| 2806 | |
| 2807 inline const Vector4& operator -= (Vector4& lhs, const Vector4& rhs) | |
| 2808 { | |
| 2809 lhs = Vector4Subtract(lhs, rhs); | |
| 2810 return lhs; | |
| 2811 } | |
| 2812 | |
| 2813 inline Vector4 operator * (const Vector4& lhs, const float& rhs) | |
| 2814 { | |
| 2815 return Vector4Scale(lhs, rhs); | |
| 2816 } | |
| 2817 | |
| 2818 inline const Vector4& operator *= (Vector4& lhs, const float& rhs) | |
| 2819 { | |
| 2820 lhs = Vector4Scale(lhs, rhs); | |
| 2821 return lhs; | |
| 2822 } | |
| 2823 | |
| 2824 inline Vector4 operator * (const Vector4& lhs, const Vector4& rhs) | |
| 2825 { | |
| 2826 return Vector4Multiply(lhs, rhs); | |
| 2827 } | |
| 2828 | |
| 2829 inline const Vector4& operator *= (Vector4& lhs, const Vector4& rhs) | |
| 2830 { | |
| 2831 lhs = Vector4Multiply(lhs, rhs); | |
| 2832 return lhs; | |
| 2833 } | |
| 2834 | |
| 2835 inline Vector4 operator / (const Vector4& lhs, const float& rhs) | |
| 2836 { | |
| 2837 return Vector4Scale(lhs, 1.0f / rhs); | |
| 2838 } | |
| 2839 | |
| 2840 inline const Vector4& operator /= (Vector4& lhs, const float& rhs) | |
| 2841 { | |
| 2842 lhs = Vector4Scale(lhs, rhs); | |
| 2843 return lhs; | |
| 2844 } | |
| 2845 | |
| 2846 inline Vector4 operator / (const Vector4& lhs, const Vector4& rhs) | |
| 2847 { | |
| 2848 return Vector4Divide(lhs, rhs); | |
| 2849 } | |
| 2850 | |
| 2851 inline const Vector4& operator /= (Vector4& lhs, const Vector4& rhs) | |
| 2852 { | |
| 2853 lhs = Vector4Divide(lhs, rhs); | |
| 2854 return lhs; | |
| 2855 } | |
| 2856 | |
| 2857 inline bool operator == (const Vector4& lhs, const Vector4& rhs) | |
| 2858 { | |
| 2859 return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z) && FloatEquals(lhs.w, rhs.w); | |
| 2860 } | |
| 2861 | |
| 2862 inline bool operator != (const Vector4& lhs, const Vector4& rhs) | |
| 2863 { | |
| 2864 return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z) || !FloatEquals(lhs.w, rhs.w); | |
| 2865 } | |
| 2866 | |
| 2867 // Quaternion operators | |
| 2868 static constexpr Quaternion QuaternionZeros = { 0, 0, 0, 0 }; | |
| 2869 static constexpr Quaternion QuaternionOnes = { 1, 1, 1, 1 }; | |
| 2870 static constexpr Quaternion QuaternionUnitX = { 0, 0, 0, 1 }; | |
| 2871 | |
| 2872 inline Quaternion operator + (const Quaternion& lhs, const float& rhs) | |
| 2873 { | |
| 2874 return QuaternionAddValue(lhs, rhs); | |
| 2875 } | |
| 2876 | |
| 2877 inline const Quaternion& operator += (Quaternion& lhs, const float& rhs) | |
| 2878 { | |
| 2879 lhs = QuaternionAddValue(lhs, rhs); | |
| 2880 return lhs; | |
| 2881 } | |
| 2882 | |
| 2883 inline Quaternion operator - (const Quaternion& lhs, const float& rhs) | |
| 2884 { | |
| 2885 return QuaternionSubtractValue(lhs, rhs); | |
| 2886 } | |
| 2887 | |
| 2888 inline const Quaternion& operator -= (Quaternion& lhs, const float& rhs) | |
| 2889 { | |
| 2890 lhs = QuaternionSubtractValue(lhs, rhs); | |
| 2891 return lhs; | |
| 2892 } | |
| 2893 | |
| 2894 inline Quaternion operator * (const Quaternion& lhs, const Matrix& rhs) | |
| 2895 { | |
| 2896 return QuaternionTransform(lhs, rhs); | |
| 2897 } | |
| 2898 | |
| 2899 inline const Quaternion& operator *= (Quaternion& lhs, const Matrix& rhs) | |
| 2900 { | |
| 2901 lhs = QuaternionTransform(lhs, rhs); | |
| 2902 return lhs; | |
| 2903 } | |
| 2904 | |
| 2905 // Matrix operators | |
| 2906 inline Matrix operator + (const Matrix& lhs, const Matrix& rhs) | |
| 2907 { | |
| 2908 return MatrixAdd(lhs, rhs); | |
| 2909 } | |
| 2910 | |
| 2911 inline const Matrix& operator += (Matrix& lhs, const Matrix& rhs) | |
| 2912 { | |
| 2913 lhs = MatrixAdd(lhs, rhs); | |
| 2914 return lhs; | |
| 2915 } | |
| 2916 | |
| 2917 inline Matrix operator - (const Matrix& lhs, const Matrix& rhs) | |
| 2918 { | |
| 2919 return MatrixSubtract(lhs, rhs); | |
| 2920 } | |
| 2921 | |
| 2922 inline const Matrix& operator -= (Matrix& lhs, const Matrix& rhs) | |
| 2923 { | |
| 2924 lhs = MatrixSubtract(lhs, rhs); | |
| 2925 return lhs; | |
| 2926 } | |
| 2927 | |
| 2928 inline Matrix operator * (const Matrix& lhs, const Matrix& rhs) | |
| 2929 { | |
| 2930 return MatrixMultiply(lhs, rhs); | |
| 2931 } | |
| 2932 | |
| 2933 inline const Matrix& operator *= (Matrix& lhs, const Matrix& rhs) | |
| 2934 { | |
| 2935 lhs = MatrixMultiply(lhs, rhs); | |
| 2936 return lhs; | |
| 2937 } | |
| 2938 //------------------------------------------------------------------------------- | |
| 2939 #endif // C++ operators | |
| 2940 | |
| 2941 #endif // RAYMATH_H |