Mercurial
comparison third_party/raylib/raylib-6.0_macos/include/raymath.h @ 276:b55c22cff335
Add interactive infinite canvas prototype
| author | MrJuneJune <me@mrjunejune.com> |
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| date | Mon, 17 Aug 2026 16:57:56 -0700 |
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| 274:c9be578316a6 | 276:b55c22cff335 |
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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 the library 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 * #define RAYMATH_USE_SIMD_INTRINSICS 1 | |
| 34 * Try to enable SIMD intrinsics for MatrixMultiply() | |
| 35 * Note that users enabling it must be aware of the target platform where application will | |
| 36 * run to support the selected SIMD intrinsic, for now, only SSE is supported | |
| 37 * | |
| 38 * LICENSE: zlib/libpng | |
| 39 * | |
| 40 * Copyright (c) 2015-2026 Ramon Santamaria (@raysan5) | |
| 41 * | |
| 42 * This software is provided "as-is", without any express or implied warranty. In no event | |
| 43 * will the authors be held liable for any damages arising from the use of this software. | |
| 44 * | |
| 45 * Permission is granted to anyone to use this software for any purpose, including commercial | |
| 46 * applications, and to alter it and redistribute it freely, subject to the following restrictions: | |
| 47 * | |
| 48 * 1. The origin of this software must not be misrepresented; you must not claim that you | |
| 49 * wrote the original software. If you use this software in a product, an acknowledgment | |
| 50 * in the product documentation would be appreciated but is not required. | |
| 51 * | |
| 52 * 2. Altered source versions must be plainly marked as such, and must not be misrepresented | |
| 53 * as being the original software. | |
| 54 * | |
| 55 * 3. This notice may not be removed or altered from any source distribution. | |
| 56 * | |
| 57 **********************************************************************************************/ | |
| 58 | |
| 59 #ifndef RAYMATH_H | |
| 60 #define RAYMATH_H | |
| 61 | |
| 62 #if defined(RAYMATH_IMPLEMENTATION) && defined(RAYMATH_STATIC_INLINE) | |
| 63 #error "Specifying both RAYMATH_IMPLEMENTATION and RAYMATH_STATIC_INLINE is contradictory" | |
| 64 #endif | |
| 65 | |
| 66 // Function specifiers definition | |
| 67 #if defined(RAYMATH_IMPLEMENTATION) | |
| 68 #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED) | |
| 69 #define RMAPI __declspec(dllexport) extern inline // Building raylib as a Win32 shared library (.dll) | |
| 70 #elif defined(BUILD_LIBTYPE_SHARED) | |
| 71 #define RMAPI __attribute__((visibility("default"))) // Building raylib as a Unix shared library (.so/.dylib) | |
| 72 #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED) | |
| 73 #define RMAPI __declspec(dllimport) // Using raylib as a Win32 shared library (.dll) | |
| 74 #else | |
| 75 #define RMAPI extern inline // Provide external definition | |
| 76 #endif | |
| 77 #elif defined(RAYMATH_STATIC_INLINE) | |
| 78 #define RMAPI static inline // Functions may be inlined, no external out-of-line definition | |
| 79 #else | |
| 80 #if defined(__TINYC__) | |
| 81 #define RMAPI static inline // plain inline not supported by tinycc (See issue #435) | |
| 82 #else | |
| 83 #define RMAPI inline // Functions may be inlined or external definition used | |
| 84 #endif | |
| 85 #endif | |
| 86 | |
| 87 //---------------------------------------------------------------------------------- | |
| 88 // Defines and Macros | |
| 89 //---------------------------------------------------------------------------------- | |
| 90 #ifndef PI | |
| 91 #define PI 3.14159265358979323846f | |
| 92 #endif | |
| 93 | |
| 94 #ifndef EPSILON | |
| 95 #define EPSILON 0.000001f | |
| 96 #endif | |
| 97 | |
| 98 #ifndef DEG2RAD | |
| 99 #define DEG2RAD (PI/180.0f) | |
| 100 #endif | |
| 101 | |
| 102 #ifndef RAD2DEG | |
| 103 #define RAD2DEG (180.0f/PI) | |
| 104 #endif | |
| 105 | |
| 106 // Get float vector for Matrix | |
| 107 #ifndef MatrixToFloat | |
| 108 #define MatrixToFloat(mat) (MatrixToFloatV(mat).v) | |
| 109 #endif | |
| 110 | |
| 111 // Get float vector for Vector3 | |
| 112 #ifndef Vector3ToFloat | |
| 113 #define Vector3ToFloat(vec) (Vector3ToFloatV(vec).v) | |
| 114 #endif | |
| 115 | |
| 116 //---------------------------------------------------------------------------------- | |
| 117 // Types and Structures Definition | |
| 118 //---------------------------------------------------------------------------------- | |
| 119 #if !defined(RL_VECTOR2_TYPE) | |
| 120 // Vector2 type | |
| 121 typedef struct Vector2 { | |
| 122 float x; | |
| 123 float y; | |
| 124 } Vector2; | |
| 125 #define RL_VECTOR2_TYPE | |
| 126 #endif | |
| 127 | |
| 128 #if !defined(RL_VECTOR3_TYPE) | |
| 129 // Vector3 type | |
| 130 typedef struct Vector3 { | |
| 131 float x; | |
| 132 float y; | |
| 133 float z; | |
| 134 } Vector3; | |
| 135 #define RL_VECTOR3_TYPE | |
| 136 #endif | |
| 137 | |
| 138 #if !defined(RL_VECTOR4_TYPE) | |
| 139 // Vector4 type | |
| 140 typedef struct Vector4 { | |
| 141 float x; | |
| 142 float y; | |
| 143 float z; | |
| 144 float w; | |
| 145 } Vector4; | |
| 146 #define RL_VECTOR4_TYPE | |
| 147 #endif | |
| 148 | |
| 149 #if !defined(RL_QUATERNION_TYPE) | |
| 150 // Quaternion type | |
| 151 typedef Vector4 Quaternion; | |
| 152 #define RL_QUATERNION_TYPE | |
| 153 #endif | |
| 154 | |
| 155 #if !defined(RL_MATRIX_TYPE) | |
| 156 // Matrix type (OpenGL style 4x4 - right handed, column major) | |
| 157 typedef struct Matrix { | |
| 158 float m0, m4, m8, m12; // Matrix first row (4 components) | |
| 159 float m1, m5, m9, m13; // Matrix second row (4 components) | |
| 160 float m2, m6, m10, m14; // Matrix third row (4 components) | |
| 161 float m3, m7, m11, m15; // Matrix fourth row (4 components) | |
| 162 } Matrix; | |
| 163 #define RL_MATRIX_TYPE | |
| 164 #endif | |
| 165 | |
| 166 // NOTE: Helper types to be used instead of array return types for *ToFloat functions | |
| 167 #if !defined(RL_FLOAT3_TYPE) | |
| 168 typedef struct float3 { | |
| 169 float v[3]; | |
| 170 } float3; | |
| 171 #define RL_FLOAT3_TYPE | |
| 172 #endif | |
| 173 | |
| 174 #if !defined(RL_FLOAT16_TYPE) | |
| 175 typedef struct float16 { | |
| 176 float v[16]; | |
| 177 } float16; | |
| 178 #define RL_FLOAT16_TYPE | |
| 179 #endif | |
| 180 | |
| 181 #include <math.h> // Required for: sinf(), cosf(), tan(), atan2f(), sqrtf(), floor(), fminf(), fmaxf(), fabsf() | |
| 182 | |
| 183 #if RAYMATH_USE_SIMD_INTRINSICS | |
| 184 // SIMD is used on the most costly raymath function MatrixMultiply() | |
| 185 // NOTE: Only SSE intrinsics support implemented | |
| 186 // TODO: Consider support for other SIMD intrinsics: | |
| 187 // - SSEx, AVX, AVX2, FMA, NEON, RVV | |
| 188 /* | |
| 189 #if defined(__SSE4_2__) | |
| 190 #include <nmmintrin.h> | |
| 191 #define RAYMATH_SSE42_ENABLED | |
| 192 #elif defined(__SSE4_1__) | |
| 193 #include <smmintrin.h> | |
| 194 #define RAYMATH_SSE41_ENABLED | |
| 195 #elif defined(__SSSE3__) | |
| 196 #include <tmmintrin.h> | |
| 197 #define RAYMATH_SSSE3_ENABLED | |
| 198 #elif defined(__SSE3__) | |
| 199 #include <pmmintrin.h> | |
| 200 #define RAYMATH_SSE3_ENABLED | |
| 201 #elif defined(__SSE2__) || (defined(_M_AMD64) || defined(_M_X64)) // SSE2 x64 | |
| 202 #include <emmintrin.h> | |
| 203 #define RAYMATH_SSE2_ENABLED | |
| 204 #endif | |
| 205 */ | |
| 206 #if defined(__SSE__) || defined(_M_X64) || (defined(_M_IX86_FP) && (_M_IX86_FP >= 1)) | |
| 207 #include <xmmintrin.h> | |
| 208 #define RAYMATH_SSE_ENABLED | |
| 209 #endif | |
| 210 #endif | |
| 211 | |
| 212 //---------------------------------------------------------------------------------- | |
| 213 // Module Functions Definition - Utils math | |
| 214 //---------------------------------------------------------------------------------- | |
| 215 | |
| 216 // Clamp float value | |
| 217 RMAPI float Clamp(float value, float min, float max) | |
| 218 { | |
| 219 float result = (value < min)? min : value; | |
| 220 | |
| 221 if (result > max) result = max; | |
| 222 | |
| 223 return result; | |
| 224 } | |
| 225 | |
| 226 // Calculate linear interpolation between two floats | |
| 227 RMAPI float Lerp(float start, float end, float amount) | |
| 228 { | |
| 229 float result = start + amount*(end - start); | |
| 230 | |
| 231 return result; | |
| 232 } | |
| 233 | |
| 234 // Normalize input value within input range | |
| 235 RMAPI float Normalize(float value, float start, float end) | |
| 236 { | |
| 237 float result = (value - start)/(end - start); | |
| 238 | |
| 239 return result; | |
| 240 } | |
| 241 | |
| 242 // Remap input value within input range to output range | |
| 243 RMAPI float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd) | |
| 244 { | |
| 245 float result = (value - inputStart)/(inputEnd - inputStart)*(outputEnd - outputStart) + outputStart; | |
| 246 | |
| 247 return result; | |
| 248 } | |
| 249 | |
| 250 // Wrap input value from min to max | |
| 251 RMAPI float Wrap(float value, float min, float max) | |
| 252 { | |
| 253 float result = value - (max - min)*floorf((value - min)/(max - min)); | |
| 254 | |
| 255 return result; | |
| 256 } | |
| 257 | |
| 258 // Check whether two given floats are almost equal | |
| 259 RMAPI int FloatEquals(float x, float y) | |
| 260 { | |
| 261 #if !defined(EPSILON) | |
| 262 #define EPSILON 0.000001f | |
| 263 #endif | |
| 264 | |
| 265 int result = (fabsf(x - y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(x), fabsf(y)))); | |
| 266 | |
| 267 return result; | |
| 268 } | |
| 269 | |
| 270 //---------------------------------------------------------------------------------- | |
| 271 // Module Functions Definition - Vector2 math | |
| 272 //---------------------------------------------------------------------------------- | |
| 273 | |
| 274 // Vector with components value 0.0f | |
| 275 RMAPI Vector2 Vector2Zero(void) | |
| 276 { | |
| 277 Vector2 result = { 0.0f, 0.0f }; | |
| 278 | |
| 279 return result; | |
| 280 } | |
| 281 | |
| 282 // Vector with components value 1.0f | |
| 283 RMAPI Vector2 Vector2One(void) | |
| 284 { | |
| 285 Vector2 result = { 1.0f, 1.0f }; | |
| 286 | |
| 287 return result; | |
| 288 } | |
| 289 | |
| 290 // Add two vectors (v1 + v2) | |
| 291 RMAPI Vector2 Vector2Add(Vector2 v1, Vector2 v2) | |
| 292 { | |
| 293 Vector2 result = { v1.x + v2.x, v1.y + v2.y }; | |
| 294 | |
| 295 return result; | |
| 296 } | |
| 297 | |
| 298 // Add vector and float value | |
| 299 RMAPI Vector2 Vector2AddValue(Vector2 v, float add) | |
| 300 { | |
| 301 Vector2 result = { v.x + add, v.y + add }; | |
| 302 | |
| 303 return result; | |
| 304 } | |
| 305 | |
| 306 // Subtract two vectors (v1 - v2) | |
| 307 RMAPI Vector2 Vector2Subtract(Vector2 v1, Vector2 v2) | |
| 308 { | |
| 309 Vector2 result = { v1.x - v2.x, v1.y - v2.y }; | |
| 310 | |
| 311 return result; | |
| 312 } | |
| 313 | |
| 314 // Subtract vector by float value | |
| 315 RMAPI Vector2 Vector2SubtractValue(Vector2 v, float sub) | |
| 316 { | |
| 317 Vector2 result = { v.x - sub, v.y - sub }; | |
| 318 | |
| 319 return result; | |
| 320 } | |
| 321 | |
| 322 // Calculate vector length | |
| 323 RMAPI float Vector2Length(Vector2 v) | |
| 324 { | |
| 325 float result = sqrtf((v.x*v.x) + (v.y*v.y)); | |
| 326 | |
| 327 return result; | |
| 328 } | |
| 329 | |
| 330 // Calculate vector square length | |
| 331 RMAPI float Vector2LengthSqr(Vector2 v) | |
| 332 { | |
| 333 float result = (v.x*v.x) + (v.y*v.y); | |
| 334 | |
| 335 return result; | |
| 336 } | |
| 337 | |
| 338 // Calculate two vectors dot product | |
| 339 RMAPI float Vector2DotProduct(Vector2 v1, Vector2 v2) | |
| 340 { | |
| 341 float result = (v1.x*v2.x + v1.y*v2.y); | |
| 342 | |
| 343 return result; | |
| 344 } | |
| 345 | |
| 346 // Calculate two vectors cross product | |
| 347 RMAPI float Vector2CrossProduct(Vector2 v1, Vector2 v2) | |
| 348 { | |
| 349 float result = (v1.x*v2.y - v1.y*v2.x); | |
| 350 | |
| 351 return result; | |
| 352 } | |
| 353 | |
| 354 // Calculate distance between two vectors | |
| 355 RMAPI float Vector2Distance(Vector2 v1, Vector2 v2) | |
| 356 { | |
| 357 float result = sqrtf((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y)); | |
| 358 | |
| 359 return result; | |
| 360 } | |
| 361 | |
| 362 // Calculate square distance between two vectors | |
| 363 RMAPI float Vector2DistanceSqr(Vector2 v1, Vector2 v2) | |
| 364 { | |
| 365 float result = ((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y)); | |
| 366 | |
| 367 return result; | |
| 368 } | |
| 369 | |
| 370 // Calculate the signed angle from v1 to v2, relative to the origin (0, 0) | |
| 371 // NOTE: Coordinate system convention: positive X right, positive Y down | |
| 372 // positive angles appear clockwise, and negative angles appear counterclockwise | |
| 373 RMAPI float Vector2Angle(Vector2 v1, Vector2 v2) | |
| 374 { | |
| 375 float result = 0.0f; | |
| 376 | |
| 377 float dot = v1.x*v2.x + v1.y*v2.y; | |
| 378 float det = v1.x*v2.y - v1.y*v2.x; | |
| 379 | |
| 380 result = atan2f(det, dot); | |
| 381 | |
| 382 return result; | |
| 383 } | |
| 384 | |
| 385 // Calculate angle defined by a two vectors line | |
| 386 // NOTE: Parameters need to be normalized | |
| 387 // Current implementation should be aligned with glm::angle | |
| 388 RMAPI float Vector2LineAngle(Vector2 start, Vector2 end) | |
| 389 { | |
| 390 float result = 0.0f; | |
| 391 | |
| 392 // TODO(10/9/2023): Currently angles move clockwise, determine if this is wanted behavior | |
| 393 result = -atan2f(end.y - start.y, end.x - start.x); | |
| 394 | |
| 395 return result; | |
| 396 } | |
| 397 | |
| 398 // Scale vector (multiply by value) | |
| 399 RMAPI Vector2 Vector2Scale(Vector2 v, float scale) | |
| 400 { | |
| 401 Vector2 result = { v.x*scale, v.y*scale }; | |
| 402 | |
| 403 return result; | |
| 404 } | |
| 405 | |
| 406 // Multiply vector by vector | |
| 407 RMAPI Vector2 Vector2Multiply(Vector2 v1, Vector2 v2) | |
| 408 { | |
| 409 Vector2 result = { v1.x*v2.x, v1.y*v2.y }; | |
| 410 | |
| 411 return result; | |
| 412 } | |
| 413 | |
| 414 // Negate vector | |
| 415 RMAPI Vector2 Vector2Negate(Vector2 v) | |
| 416 { | |
| 417 Vector2 result = { -v.x, -v.y }; | |
| 418 | |
| 419 return result; | |
| 420 } | |
| 421 | |
| 422 // Divide vector by vector | |
| 423 RMAPI Vector2 Vector2Divide(Vector2 v1, Vector2 v2) | |
| 424 { | |
| 425 Vector2 result = { v1.x/v2.x, v1.y/v2.y }; | |
| 426 | |
| 427 return result; | |
| 428 } | |
| 429 | |
| 430 // Normalize provided vector | |
| 431 RMAPI Vector2 Vector2Normalize(Vector2 v) | |
| 432 { | |
| 433 Vector2 result = { 0 }; | |
| 434 float length = sqrtf((v.x*v.x) + (v.y*v.y)); | |
| 435 | |
| 436 if (length > 0) | |
| 437 { | |
| 438 float ilength = 1.0f/length; | |
| 439 result.x = v.x*ilength; | |
| 440 result.y = v.y*ilength; | |
| 441 } | |
| 442 | |
| 443 return result; | |
| 444 } | |
| 445 | |
| 446 // Transforms a Vector2 by a given Matrix | |
| 447 RMAPI Vector2 Vector2Transform(Vector2 v, Matrix mat) | |
| 448 { | |
| 449 Vector2 result = { 0 }; | |
| 450 | |
| 451 float x = v.x; | |
| 452 float y = v.y; | |
| 453 float z = 0; | |
| 454 | |
| 455 result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12; | |
| 456 result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13; | |
| 457 | |
| 458 return result; | |
| 459 } | |
| 460 | |
| 461 // Calculate linear interpolation between two vectors | |
| 462 RMAPI Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount) | |
| 463 { | |
| 464 Vector2 result = { 0 }; | |
| 465 | |
| 466 result.x = v1.x + amount*(v2.x - v1.x); | |
| 467 result.y = v1.y + amount*(v2.y - v1.y); | |
| 468 | |
| 469 return result; | |
| 470 } | |
| 471 | |
| 472 // Calculate reflected vector to normal | |
| 473 RMAPI Vector2 Vector2Reflect(Vector2 v, Vector2 normal) | |
| 474 { | |
| 475 Vector2 result = { 0 }; | |
| 476 | |
| 477 float dotProduct = (v.x*normal.x + v.y*normal.y); // Dot product | |
| 478 | |
| 479 result.x = v.x - (2.0f*normal.x)*dotProduct; | |
| 480 result.y = v.y - (2.0f*normal.y)*dotProduct; | |
| 481 | |
| 482 return result; | |
| 483 } | |
| 484 | |
| 485 // Get min value for each pair of components | |
| 486 RMAPI Vector2 Vector2Min(Vector2 v1, Vector2 v2) | |
| 487 { | |
| 488 Vector2 result = { 0 }; | |
| 489 | |
| 490 result.x = fminf(v1.x, v2.x); | |
| 491 result.y = fminf(v1.y, v2.y); | |
| 492 | |
| 493 return result; | |
| 494 } | |
| 495 | |
| 496 // Get max value for each pair of components | |
| 497 RMAPI Vector2 Vector2Max(Vector2 v1, Vector2 v2) | |
| 498 { | |
| 499 Vector2 result = { 0 }; | |
| 500 | |
| 501 result.x = fmaxf(v1.x, v2.x); | |
| 502 result.y = fmaxf(v1.y, v2.y); | |
| 503 | |
| 504 return result; | |
| 505 } | |
| 506 | |
| 507 // Rotate vector by angle | |
| 508 RMAPI Vector2 Vector2Rotate(Vector2 v, float angle) | |
| 509 { | |
| 510 Vector2 result = { 0 }; | |
| 511 | |
| 512 float cosres = cosf(angle); | |
| 513 float sinres = sinf(angle); | |
| 514 | |
| 515 result.x = v.x*cosres - v.y*sinres; | |
| 516 result.y = v.x*sinres + v.y*cosres; | |
| 517 | |
| 518 return result; | |
| 519 } | |
| 520 | |
| 521 // Move Vector towards target | |
| 522 RMAPI Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance) | |
| 523 { | |
| 524 Vector2 result = { 0 }; | |
| 525 | |
| 526 float dx = target.x - v.x; | |
| 527 float dy = target.y - v.y; | |
| 528 float value = (dx*dx) + (dy*dy); | |
| 529 | |
| 530 if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target; | |
| 531 | |
| 532 float dist = sqrtf(value); | |
| 533 | |
| 534 result.x = v.x + dx/dist*maxDistance; | |
| 535 result.y = v.y + dy/dist*maxDistance; | |
| 536 | |
| 537 return result; | |
| 538 } | |
| 539 | |
| 540 // Invert the given vector | |
| 541 RMAPI Vector2 Vector2Invert(Vector2 v) | |
| 542 { | |
| 543 Vector2 result = { 1.0f/v.x, 1.0f/v.y }; | |
| 544 | |
| 545 return result; | |
| 546 } | |
| 547 | |
| 548 // Clamp the components of the vector between | |
| 549 // min and max values specified by the given vectors | |
| 550 RMAPI Vector2 Vector2Clamp(Vector2 v, Vector2 min, Vector2 max) | |
| 551 { | |
| 552 Vector2 result = { 0 }; | |
| 553 | |
| 554 result.x = fminf(max.x, fmaxf(min.x, v.x)); | |
| 555 result.y = fminf(max.y, fmaxf(min.y, v.y)); | |
| 556 | |
| 557 return result; | |
| 558 } | |
| 559 | |
| 560 // Clamp the magnitude of the vector between two min and max values | |
| 561 RMAPI Vector2 Vector2ClampValue(Vector2 v, float min, float max) | |
| 562 { | |
| 563 Vector2 result = v; | |
| 564 | |
| 565 float length = (v.x*v.x) + (v.y*v.y); | |
| 566 if (length > 0.0f) | |
| 567 { | |
| 568 length = sqrtf(length); | |
| 569 | |
| 570 float scale = 1; // By default, 1 as the neutral element | |
| 571 if (length < min) scale = min/length; | |
| 572 else if (length > max) scale = max/length; | |
| 573 | |
| 574 result.x = v.x*scale; | |
| 575 result.y = v.y*scale; | |
| 576 } | |
| 577 | |
| 578 return result; | |
| 579 } | |
| 580 | |
| 581 // Check whether two given vectors are almost equal | |
| 582 RMAPI int Vector2Equals(Vector2 p, Vector2 q) | |
| 583 { | |
| 584 #if !defined(EPSILON) | |
| 585 #define EPSILON 0.000001f | |
| 586 #endif | |
| 587 | |
| 588 int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) && | |
| 589 ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))); | |
| 590 | |
| 591 return result; | |
| 592 } | |
| 593 | |
| 594 // Compute the direction of a refracted ray | |
| 595 // v: normalized direction of the incoming ray | |
| 596 // n: normalized normal vector of the interface of two optical media | |
| 597 // r: ratio of the refractive index of the medium from where the ray comes | |
| 598 // to the refractive index of the medium on the other side of the surface | |
| 599 RMAPI Vector2 Vector2Refract(Vector2 v, Vector2 n, float r) | |
| 600 { | |
| 601 Vector2 result = { 0 }; | |
| 602 | |
| 603 float dot = v.x*n.x + v.y*n.y; | |
| 604 float d = 1.0f - r*r*(1.0f - dot*dot); | |
| 605 | |
| 606 if (d >= 0.0f) | |
| 607 { | |
| 608 d = sqrtf(d); | |
| 609 v.x = r*v.x - (r*dot + d)*n.x; | |
| 610 v.y = r*v.y - (r*dot + d)*n.y; | |
| 611 | |
| 612 result = v; | |
| 613 } | |
| 614 | |
| 615 return result; | |
| 616 } | |
| 617 | |
| 618 | |
| 619 //---------------------------------------------------------------------------------- | |
| 620 // Module Functions Definition - Vector3 math | |
| 621 //---------------------------------------------------------------------------------- | |
| 622 | |
| 623 // Vector with components value 0.0f | |
| 624 RMAPI Vector3 Vector3Zero(void) | |
| 625 { | |
| 626 Vector3 result = { 0.0f, 0.0f, 0.0f }; | |
| 627 | |
| 628 return result; | |
| 629 } | |
| 630 | |
| 631 // Vector with components value 1.0f | |
| 632 RMAPI Vector3 Vector3One(void) | |
| 633 { | |
| 634 Vector3 result = { 1.0f, 1.0f, 1.0f }; | |
| 635 | |
| 636 return result; | |
| 637 } | |
| 638 | |
| 639 // Add two vectors | |
| 640 RMAPI Vector3 Vector3Add(Vector3 v1, Vector3 v2) | |
| 641 { | |
| 642 Vector3 result = { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z }; | |
| 643 | |
| 644 return result; | |
| 645 } | |
| 646 | |
| 647 // Add vector and float value | |
| 648 RMAPI Vector3 Vector3AddValue(Vector3 v, float add) | |
| 649 { | |
| 650 Vector3 result = { v.x + add, v.y + add, v.z + add }; | |
| 651 | |
| 652 return result; | |
| 653 } | |
| 654 | |
| 655 // Subtract two vectors | |
| 656 RMAPI Vector3 Vector3Subtract(Vector3 v1, Vector3 v2) | |
| 657 { | |
| 658 Vector3 result = { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z }; | |
| 659 | |
| 660 return result; | |
| 661 } | |
| 662 | |
| 663 // Subtract vector by float value | |
| 664 RMAPI Vector3 Vector3SubtractValue(Vector3 v, float sub) | |
| 665 { | |
| 666 Vector3 result = { v.x - sub, v.y - sub, v.z - sub }; | |
| 667 | |
| 668 return result; | |
| 669 } | |
| 670 | |
| 671 // Multiply vector by scalar | |
| 672 RMAPI Vector3 Vector3Scale(Vector3 v, float scalar) | |
| 673 { | |
| 674 Vector3 result = { v.x*scalar, v.y*scalar, v.z*scalar }; | |
| 675 | |
| 676 return result; | |
| 677 } | |
| 678 | |
| 679 // Multiply vector by vector | |
| 680 RMAPI Vector3 Vector3Multiply(Vector3 v1, Vector3 v2) | |
| 681 { | |
| 682 Vector3 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z }; | |
| 683 | |
| 684 return result; | |
| 685 } | |
| 686 | |
| 687 // Calculate two vectors cross product | |
| 688 RMAPI Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2) | |
| 689 { | |
| 690 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 }; | |
| 691 | |
| 692 return result; | |
| 693 } | |
| 694 | |
| 695 // Calculate one vector perpendicular vector | |
| 696 RMAPI Vector3 Vector3Perpendicular(Vector3 v) | |
| 697 { | |
| 698 Vector3 result = { 0 }; | |
| 699 | |
| 700 float min = fabsf(v.x); | |
| 701 Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f}; | |
| 702 | |
| 703 if (fabsf(v.y) < min) | |
| 704 { | |
| 705 min = fabsf(v.y); | |
| 706 Vector3 tmp = {0.0f, 1.0f, 0.0f}; | |
| 707 cardinalAxis = tmp; | |
| 708 } | |
| 709 | |
| 710 if (fabsf(v.z) < min) | |
| 711 { | |
| 712 Vector3 tmp = {0.0f, 0.0f, 1.0f}; | |
| 713 cardinalAxis = tmp; | |
| 714 } | |
| 715 | |
| 716 // Cross product between vectors | |
| 717 result.x = v.y*cardinalAxis.z - v.z*cardinalAxis.y; | |
| 718 result.y = v.z*cardinalAxis.x - v.x*cardinalAxis.z; | |
| 719 result.z = v.x*cardinalAxis.y - v.y*cardinalAxis.x; | |
| 720 | |
| 721 return result; | |
| 722 } | |
| 723 | |
| 724 // Calculate vector length | |
| 725 RMAPI float Vector3Length(const Vector3 v) | |
| 726 { | |
| 727 float result = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); | |
| 728 | |
| 729 return result; | |
| 730 } | |
| 731 | |
| 732 // Calculate vector square length | |
| 733 RMAPI float Vector3LengthSqr(const Vector3 v) | |
| 734 { | |
| 735 float result = v.x*v.x + v.y*v.y + v.z*v.z; | |
| 736 | |
| 737 return result; | |
| 738 } | |
| 739 | |
| 740 // Calculate two vectors dot product | |
| 741 RMAPI float Vector3DotProduct(Vector3 v1, Vector3 v2) | |
| 742 { | |
| 743 float result = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); | |
| 744 | |
| 745 return result; | |
| 746 } | |
| 747 | |
| 748 // Calculate distance between two vectors | |
| 749 RMAPI float Vector3Distance(Vector3 v1, Vector3 v2) | |
| 750 { | |
| 751 float result = 0.0f; | |
| 752 | |
| 753 float dx = v2.x - v1.x; | |
| 754 float dy = v2.y - v1.y; | |
| 755 float dz = v2.z - v1.z; | |
| 756 result = sqrtf(dx*dx + dy*dy + dz*dz); | |
| 757 | |
| 758 return result; | |
| 759 } | |
| 760 | |
| 761 // Calculate square distance between two vectors | |
| 762 RMAPI float Vector3DistanceSqr(Vector3 v1, Vector3 v2) | |
| 763 { | |
| 764 float result = 0.0f; | |
| 765 | |
| 766 float dx = v2.x - v1.x; | |
| 767 float dy = v2.y - v1.y; | |
| 768 float dz = v2.z - v1.z; | |
| 769 result = dx*dx + dy*dy + dz*dz; | |
| 770 | |
| 771 return result; | |
| 772 } | |
| 773 | |
| 774 // Calculate angle between two vectors | |
| 775 RMAPI float Vector3Angle(Vector3 v1, Vector3 v2) | |
| 776 { | |
| 777 float result = 0.0f; | |
| 778 | |
| 779 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 }; | |
| 780 float len = sqrtf(cross.x*cross.x + cross.y*cross.y + cross.z*cross.z); | |
| 781 float dot = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); | |
| 782 result = atan2f(len, dot); | |
| 783 | |
| 784 return result; | |
| 785 } | |
| 786 | |
| 787 // Negate provided vector (invert direction) | |
| 788 RMAPI Vector3 Vector3Negate(Vector3 v) | |
| 789 { | |
| 790 Vector3 result = { -v.x, -v.y, -v.z }; | |
| 791 | |
| 792 return result; | |
| 793 } | |
| 794 | |
| 795 // Divide vector by vector | |
| 796 RMAPI Vector3 Vector3Divide(Vector3 v1, Vector3 v2) | |
| 797 { | |
| 798 Vector3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z }; | |
| 799 | |
| 800 return result; | |
| 801 } | |
| 802 | |
| 803 // Normalize provided vector | |
| 804 RMAPI Vector3 Vector3Normalize(Vector3 v) | |
| 805 { | |
| 806 Vector3 result = v; | |
| 807 | |
| 808 float length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); | |
| 809 if (length != 0.0f) | |
| 810 { | |
| 811 float ilength = 1.0f/length; | |
| 812 | |
| 813 result.x *= ilength; | |
| 814 result.y *= ilength; | |
| 815 result.z *= ilength; | |
| 816 } | |
| 817 | |
| 818 return result; | |
| 819 } | |
| 820 | |
| 821 //Calculate the projection of the vector v1 on to v2 | |
| 822 RMAPI Vector3 Vector3Project(Vector3 v1, Vector3 v2) | |
| 823 { | |
| 824 Vector3 result = { 0 }; | |
| 825 | |
| 826 float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); | |
| 827 float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z); | |
| 828 | |
| 829 float mag = v1dv2/v2dv2; | |
| 830 | |
| 831 result.x = v2.x*mag; | |
| 832 result.y = v2.y*mag; | |
| 833 result.z = v2.z*mag; | |
| 834 | |
| 835 return result; | |
| 836 } | |
| 837 | |
| 838 //Calculate the rejection of the vector v1 on to v2 | |
| 839 RMAPI Vector3 Vector3Reject(Vector3 v1, Vector3 v2) | |
| 840 { | |
| 841 Vector3 result = { 0 }; | |
| 842 | |
| 843 float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); | |
| 844 float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z); | |
| 845 | |
| 846 float mag = v1dv2/v2dv2; | |
| 847 | |
| 848 result.x = v1.x - (v2.x*mag); | |
| 849 result.y = v1.y - (v2.y*mag); | |
| 850 result.z = v1.z - (v2.z*mag); | |
| 851 | |
| 852 return result; | |
| 853 } | |
| 854 | |
| 855 // Orthonormalize provided vectors | |
| 856 // Makes vectors normalized and orthogonal to each other | |
| 857 // Gram-Schmidt function implementation | |
| 858 RMAPI void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2) | |
| 859 { | |
| 860 float length = 0.0f; | |
| 861 float ilength = 0.0f; | |
| 862 | |
| 863 // Vector3Normalize(*v1); | |
| 864 Vector3 v = *v1; | |
| 865 length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); | |
| 866 if (length == 0.0f) length = 1.0f; | |
| 867 ilength = 1.0f/length; | |
| 868 v1->x *= ilength; | |
| 869 v1->y *= ilength; | |
| 870 v1->z *= ilength; | |
| 871 | |
| 872 // Vector3CrossProduct(*v1, *v2) | |
| 873 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 }; | |
| 874 | |
| 875 // Vector3Normalize(vn1); | |
| 876 v = vn1; | |
| 877 length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); | |
| 878 if (length == 0.0f) length = 1.0f; | |
| 879 ilength = 1.0f/length; | |
| 880 vn1.x *= ilength; | |
| 881 vn1.y *= ilength; | |
| 882 vn1.z *= ilength; | |
| 883 | |
| 884 // Vector3CrossProduct(vn1, *v1) | |
| 885 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 }; | |
| 886 | |
| 887 *v2 = vn2; | |
| 888 } | |
| 889 | |
| 890 // Transforms a Vector3 by a given Matrix | |
| 891 RMAPI Vector3 Vector3Transform(Vector3 v, Matrix mat) | |
| 892 { | |
| 893 Vector3 result = { 0 }; | |
| 894 | |
| 895 float x = v.x; | |
| 896 float y = v.y; | |
| 897 float z = v.z; | |
| 898 | |
| 899 result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12; | |
| 900 result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13; | |
| 901 result.z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14; | |
| 902 | |
| 903 return result; | |
| 904 } | |
| 905 | |
| 906 // Transform a vector by quaternion rotation | |
| 907 RMAPI Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q) | |
| 908 { | |
| 909 Vector3 result = { 0 }; | |
| 910 | |
| 911 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); | |
| 912 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); | |
| 913 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); | |
| 914 | |
| 915 return result; | |
| 916 } | |
| 917 | |
| 918 // Rotates a vector around an axis | |
| 919 RMAPI Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle) | |
| 920 { | |
| 921 // Using Euler-Rodrigues Formula | |
| 922 // Ref.: https://en.wikipedia.org/w/index.php?title=Euler%E2%80%93Rodrigues_formula | |
| 923 | |
| 924 Vector3 result = v; | |
| 925 | |
| 926 // Vector3Normalize(axis); | |
| 927 float length = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z); | |
| 928 if (length == 0.0f) length = 1.0f; | |
| 929 float ilength = 1.0f/length; | |
| 930 axis.x *= ilength; | |
| 931 axis.y *= ilength; | |
| 932 axis.z *= ilength; | |
| 933 | |
| 934 angle /= 2.0f; | |
| 935 float a = sinf(angle); | |
| 936 float b = axis.x*a; | |
| 937 float c = axis.y*a; | |
| 938 float d = axis.z*a; | |
| 939 a = cosf(angle); | |
| 940 Vector3 w = { b, c, d }; | |
| 941 | |
| 942 // Vector3CrossProduct(w, v) | |
| 943 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 }; | |
| 944 | |
| 945 // Vector3CrossProduct(w, wv) | |
| 946 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 }; | |
| 947 | |
| 948 // Vector3Scale(wv, 2*a) | |
| 949 a *= 2; | |
| 950 wv.x *= a; | |
| 951 wv.y *= a; | |
| 952 wv.z *= a; | |
| 953 | |
| 954 // Vector3Scale(wwv, 2) | |
| 955 wwv.x *= 2; | |
| 956 wwv.y *= 2; | |
| 957 wwv.z *= 2; | |
| 958 | |
| 959 result.x += wv.x; | |
| 960 result.y += wv.y; | |
| 961 result.z += wv.z; | |
| 962 | |
| 963 result.x += wwv.x; | |
| 964 result.y += wwv.y; | |
| 965 result.z += wwv.z; | |
| 966 | |
| 967 return result; | |
| 968 } | |
| 969 | |
| 970 // Move Vector towards target | |
| 971 RMAPI Vector3 Vector3MoveTowards(Vector3 v, Vector3 target, float maxDistance) | |
| 972 { | |
| 973 Vector3 result = { 0 }; | |
| 974 | |
| 975 float dx = target.x - v.x; | |
| 976 float dy = target.y - v.y; | |
| 977 float dz = target.z - v.z; | |
| 978 float value = (dx*dx) + (dy*dy) + (dz*dz); | |
| 979 | |
| 980 if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target; | |
| 981 | |
| 982 float dist = sqrtf(value); | |
| 983 | |
| 984 result.x = v.x + dx/dist*maxDistance; | |
| 985 result.y = v.y + dy/dist*maxDistance; | |
| 986 result.z = v.z + dz/dist*maxDistance; | |
| 987 | |
| 988 return result; | |
| 989 } | |
| 990 | |
| 991 // Calculate linear interpolation between two vectors | |
| 992 RMAPI Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount) | |
| 993 { | |
| 994 Vector3 result = { 0 }; | |
| 995 | |
| 996 result.x = v1.x + amount*(v2.x - v1.x); | |
| 997 result.y = v1.y + amount*(v2.y - v1.y); | |
| 998 result.z = v1.z + amount*(v2.z - v1.z); | |
| 999 | |
| 1000 return result; | |
| 1001 } | |
| 1002 | |
| 1003 // Calculate cubic hermite interpolation between two vectors and their tangents | |
| 1004 // as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic | |
| 1005 RMAPI Vector3 Vector3CubicHermite(Vector3 v1, Vector3 tangent1, Vector3 v2, Vector3 tangent2, float amount) | |
| 1006 { | |
| 1007 Vector3 result = { 0 }; | |
| 1008 | |
| 1009 float amountPow2 = amount*amount; | |
| 1010 float amountPow3 = amount*amount*amount; | |
| 1011 | |
| 1012 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; | |
| 1013 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; | |
| 1014 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; | |
| 1015 | |
| 1016 return result; | |
| 1017 } | |
| 1018 | |
| 1019 // Calculate reflected vector to normal | |
| 1020 RMAPI Vector3 Vector3Reflect(Vector3 v, Vector3 normal) | |
| 1021 { | |
| 1022 Vector3 result = { 0 }; | |
| 1023 | |
| 1024 // I is the original vector | |
| 1025 // N is the normal of the incident plane | |
| 1026 // R = I - (2*N*(DotProduct[I, N])) | |
| 1027 | |
| 1028 float dotProduct = (v.x*normal.x + v.y*normal.y + v.z*normal.z); | |
| 1029 | |
| 1030 result.x = v.x - (2.0f*normal.x)*dotProduct; | |
| 1031 result.y = v.y - (2.0f*normal.y)*dotProduct; | |
| 1032 result.z = v.z - (2.0f*normal.z)*dotProduct; | |
| 1033 | |
| 1034 return result; | |
| 1035 } | |
| 1036 | |
| 1037 // Get min value for each pair of components | |
| 1038 RMAPI Vector3 Vector3Min(Vector3 v1, Vector3 v2) | |
| 1039 { | |
| 1040 Vector3 result = { 0 }; | |
| 1041 | |
| 1042 result.x = fminf(v1.x, v2.x); | |
| 1043 result.y = fminf(v1.y, v2.y); | |
| 1044 result.z = fminf(v1.z, v2.z); | |
| 1045 | |
| 1046 return result; | |
| 1047 } | |
| 1048 | |
| 1049 // Get max value for each pair of components | |
| 1050 RMAPI Vector3 Vector3Max(Vector3 v1, Vector3 v2) | |
| 1051 { | |
| 1052 Vector3 result = { 0 }; | |
| 1053 | |
| 1054 result.x = fmaxf(v1.x, v2.x); | |
| 1055 result.y = fmaxf(v1.y, v2.y); | |
| 1056 result.z = fmaxf(v1.z, v2.z); | |
| 1057 | |
| 1058 return result; | |
| 1059 } | |
| 1060 | |
| 1061 // Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c) | |
| 1062 // NOTE: Assumes P is on the plane of the triangle | |
| 1063 RMAPI Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c) | |
| 1064 { | |
| 1065 Vector3 result = { 0 }; | |
| 1066 | |
| 1067 Vector3 v0 = { b.x - a.x, b.y - a.y, b.z - a.z }; // Vector3Subtract(b, a) | |
| 1068 Vector3 v1 = { c.x - a.x, c.y - a.y, c.z - a.z }; // Vector3Subtract(c, a) | |
| 1069 Vector3 v2 = { p.x - a.x, p.y - a.y, p.z - a.z }; // Vector3Subtract(p, a) | |
| 1070 float d00 = (v0.x*v0.x + v0.y*v0.y + v0.z*v0.z); // Vector3DotProduct(v0, v0) | |
| 1071 float d01 = (v0.x*v1.x + v0.y*v1.y + v0.z*v1.z); // Vector3DotProduct(v0, v1) | |
| 1072 float d11 = (v1.x*v1.x + v1.y*v1.y + v1.z*v1.z); // Vector3DotProduct(v1, v1) | |
| 1073 float d20 = (v2.x*v0.x + v2.y*v0.y + v2.z*v0.z); // Vector3DotProduct(v2, v0) | |
| 1074 float d21 = (v2.x*v1.x + v2.y*v1.y + v2.z*v1.z); // Vector3DotProduct(v2, v1) | |
| 1075 | |
| 1076 float denom = d00*d11 - d01*d01; | |
| 1077 | |
| 1078 result.y = (d11*d20 - d01*d21)/denom; | |
| 1079 result.z = (d00*d21 - d01*d20)/denom; | |
| 1080 result.x = 1.0f - (result.z + result.y); | |
| 1081 | |
| 1082 return result; | |
| 1083 } | |
| 1084 | |
| 1085 // Projects a Vector3 from screen space into object space | |
| 1086 // NOTE: Self-contained function, no other raymath functions are called | |
| 1087 RMAPI Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view) | |
| 1088 { | |
| 1089 Vector3 result = { 0 }; | |
| 1090 | |
| 1091 // Calculate unprojected matrix (multiply view matrix by projection matrix) and invert it | |
| 1092 Matrix matViewProj = { // MatrixMultiply(view, projection); | |
| 1093 view.m0*projection.m0 + view.m1*projection.m4 + view.m2*projection.m8 + view.m3*projection.m12, | |
| 1094 view.m0*projection.m1 + view.m1*projection.m5 + view.m2*projection.m9 + view.m3*projection.m13, | |
| 1095 view.m0*projection.m2 + view.m1*projection.m6 + view.m2*projection.m10 + view.m3*projection.m14, | |
| 1096 view.m0*projection.m3 + view.m1*projection.m7 + view.m2*projection.m11 + view.m3*projection.m15, | |
| 1097 view.m4*projection.m0 + view.m5*projection.m4 + view.m6*projection.m8 + view.m7*projection.m12, | |
| 1098 view.m4*projection.m1 + view.m5*projection.m5 + view.m6*projection.m9 + view.m7*projection.m13, | |
| 1099 view.m4*projection.m2 + view.m5*projection.m6 + view.m6*projection.m10 + view.m7*projection.m14, | |
| 1100 view.m4*projection.m3 + view.m5*projection.m7 + view.m6*projection.m11 + view.m7*projection.m15, | |
| 1101 view.m8*projection.m0 + view.m9*projection.m4 + view.m10*projection.m8 + view.m11*projection.m12, | |
| 1102 view.m8*projection.m1 + view.m9*projection.m5 + view.m10*projection.m9 + view.m11*projection.m13, | |
| 1103 view.m8*projection.m2 + view.m9*projection.m6 + view.m10*projection.m10 + view.m11*projection.m14, | |
| 1104 view.m8*projection.m3 + view.m9*projection.m7 + view.m10*projection.m11 + view.m11*projection.m15, | |
| 1105 view.m12*projection.m0 + view.m13*projection.m4 + view.m14*projection.m8 + view.m15*projection.m12, | |
| 1106 view.m12*projection.m1 + view.m13*projection.m5 + view.m14*projection.m9 + view.m15*projection.m13, | |
| 1107 view.m12*projection.m2 + view.m13*projection.m6 + view.m14*projection.m10 + view.m15*projection.m14, | |
| 1108 view.m12*projection.m3 + view.m13*projection.m7 + view.m14*projection.m11 + view.m15*projection.m15 }; | |
| 1109 | |
| 1110 // Calculate inverted matrix -> MatrixInvert(matViewProj); | |
| 1111 // Cache the matrix values (speed optimization) | |
| 1112 float a00 = matViewProj.m0, a01 = matViewProj.m1, a02 = matViewProj.m2, a03 = matViewProj.m3; | |
| 1113 float a10 = matViewProj.m4, a11 = matViewProj.m5, a12 = matViewProj.m6, a13 = matViewProj.m7; | |
| 1114 float a20 = matViewProj.m8, a21 = matViewProj.m9, a22 = matViewProj.m10, a23 = matViewProj.m11; | |
| 1115 float a30 = matViewProj.m12, a31 = matViewProj.m13, a32 = matViewProj.m14, a33 = matViewProj.m15; | |
| 1116 | |
| 1117 float b00 = a00*a11 - a01*a10; | |
| 1118 float b01 = a00*a12 - a02*a10; | |
| 1119 float b02 = a00*a13 - a03*a10; | |
| 1120 float b03 = a01*a12 - a02*a11; | |
| 1121 float b04 = a01*a13 - a03*a11; | |
| 1122 float b05 = a02*a13 - a03*a12; | |
| 1123 float b06 = a20*a31 - a21*a30; | |
| 1124 float b07 = a20*a32 - a22*a30; | |
| 1125 float b08 = a20*a33 - a23*a30; | |
| 1126 float b09 = a21*a32 - a22*a31; | |
| 1127 float b10 = a21*a33 - a23*a31; | |
| 1128 float b11 = a22*a33 - a23*a32; | |
| 1129 | |
| 1130 // Calculate the invert determinant (inlined to avoid double-caching) | |
| 1131 float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06); | |
| 1132 | |
| 1133 Matrix matViewProjInv = { | |
| 1134 (a11*b11 - a12*b10 + a13*b09)*invDet, | |
| 1135 (-a01*b11 + a02*b10 - a03*b09)*invDet, | |
| 1136 (a31*b05 - a32*b04 + a33*b03)*invDet, | |
| 1137 (-a21*b05 + a22*b04 - a23*b03)*invDet, | |
| 1138 (-a10*b11 + a12*b08 - a13*b07)*invDet, | |
| 1139 (a00*b11 - a02*b08 + a03*b07)*invDet, | |
| 1140 (-a30*b05 + a32*b02 - a33*b01)*invDet, | |
| 1141 (a20*b05 - a22*b02 + a23*b01)*invDet, | |
| 1142 (a10*b10 - a11*b08 + a13*b06)*invDet, | |
| 1143 (-a00*b10 + a01*b08 - a03*b06)*invDet, | |
| 1144 (a30*b04 - a31*b02 + a33*b00)*invDet, | |
| 1145 (-a20*b04 + a21*b02 - a23*b00)*invDet, | |
| 1146 (-a10*b09 + a11*b07 - a12*b06)*invDet, | |
| 1147 (a00*b09 - a01*b07 + a02*b06)*invDet, | |
| 1148 (-a30*b03 + a31*b01 - a32*b00)*invDet, | |
| 1149 (a20*b03 - a21*b01 + a22*b00)*invDet }; | |
| 1150 | |
| 1151 // Create quaternion from source point | |
| 1152 Quaternion quat = { source.x, source.y, source.z, 1.0f }; | |
| 1153 | |
| 1154 // Multiply quat point by unprojected matrix | |
| 1155 Quaternion qtransformed = { // QuaternionTransform(quat, matViewProjInv) | |
| 1156 matViewProjInv.m0*quat.x + matViewProjInv.m4*quat.y + matViewProjInv.m8*quat.z + matViewProjInv.m12*quat.w, | |
| 1157 matViewProjInv.m1*quat.x + matViewProjInv.m5*quat.y + matViewProjInv.m9*quat.z + matViewProjInv.m13*quat.w, | |
| 1158 matViewProjInv.m2*quat.x + matViewProjInv.m6*quat.y + matViewProjInv.m10*quat.z + matViewProjInv.m14*quat.w, | |
| 1159 matViewProjInv.m3*quat.x + matViewProjInv.m7*quat.y + matViewProjInv.m11*quat.z + matViewProjInv.m15*quat.w }; | |
| 1160 | |
| 1161 // Normalized world points in vectors | |
| 1162 result.x = qtransformed.x/qtransformed.w; | |
| 1163 result.y = qtransformed.y/qtransformed.w; | |
| 1164 result.z = qtransformed.z/qtransformed.w; | |
| 1165 | |
| 1166 return result; | |
| 1167 } | |
| 1168 | |
| 1169 // Get Vector3 as float array | |
| 1170 RMAPI float3 Vector3ToFloatV(Vector3 v) | |
| 1171 { | |
| 1172 float3 buffer = { 0 }; | |
| 1173 | |
| 1174 buffer.v[0] = v.x; | |
| 1175 buffer.v[1] = v.y; | |
| 1176 buffer.v[2] = v.z; | |
| 1177 | |
| 1178 return buffer; | |
| 1179 } | |
| 1180 | |
| 1181 // Invert the given vector | |
| 1182 RMAPI Vector3 Vector3Invert(Vector3 v) | |
| 1183 { | |
| 1184 Vector3 result = { 1.0f/v.x, 1.0f/v.y, 1.0f/v.z }; | |
| 1185 | |
| 1186 return result; | |
| 1187 } | |
| 1188 | |
| 1189 // Clamp the components of the vector between | |
| 1190 // min and max values specified by the given vectors | |
| 1191 RMAPI Vector3 Vector3Clamp(Vector3 v, Vector3 min, Vector3 max) | |
| 1192 { | |
| 1193 Vector3 result = { 0 }; | |
| 1194 | |
| 1195 result.x = fminf(max.x, fmaxf(min.x, v.x)); | |
| 1196 result.y = fminf(max.y, fmaxf(min.y, v.y)); | |
| 1197 result.z = fminf(max.z, fmaxf(min.z, v.z)); | |
| 1198 | |
| 1199 return result; | |
| 1200 } | |
| 1201 | |
| 1202 // Clamp the magnitude of the vector between two values | |
| 1203 RMAPI Vector3 Vector3ClampValue(Vector3 v, float min, float max) | |
| 1204 { | |
| 1205 Vector3 result = v; | |
| 1206 | |
| 1207 float length = (v.x*v.x) + (v.y*v.y) + (v.z*v.z); | |
| 1208 if (length > 0.0f) | |
| 1209 { | |
| 1210 length = sqrtf(length); | |
| 1211 | |
| 1212 float scale = 1; // By default, 1 as the neutral element | |
| 1213 if (length < min) scale = min/length; | |
| 1214 else if (length > max) scale = max/length; | |
| 1215 | |
| 1216 result.x = v.x*scale; | |
| 1217 result.y = v.y*scale; | |
| 1218 result.z = v.z*scale; | |
| 1219 } | |
| 1220 | |
| 1221 return result; | |
| 1222 } | |
| 1223 | |
| 1224 // Check whether two given vectors are almost equal | |
| 1225 RMAPI int Vector3Equals(Vector3 p, Vector3 q) | |
| 1226 { | |
| 1227 #if !defined(EPSILON) | |
| 1228 #define EPSILON 0.000001f | |
| 1229 #endif | |
| 1230 | |
| 1231 int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) && | |
| 1232 ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) && | |
| 1233 ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))); | |
| 1234 | |
| 1235 return result; | |
| 1236 } | |
| 1237 | |
| 1238 // Compute the direction of a refracted ray | |
| 1239 // v: normalized direction of the incoming ray | |
| 1240 // n: normalized normal vector of the interface of two optical media | |
| 1241 // r: ratio of the refractive index of the medium from where the ray comes | |
| 1242 // to the refractive index of the medium on the other side of the surface | |
| 1243 RMAPI Vector3 Vector3Refract(Vector3 v, Vector3 n, float r) | |
| 1244 { | |
| 1245 Vector3 result = { 0 }; | |
| 1246 | |
| 1247 float dot = v.x*n.x + v.y*n.y + v.z*n.z; | |
| 1248 float d = 1.0f - r*r*(1.0f - dot*dot); | |
| 1249 | |
| 1250 if (d >= 0.0f) | |
| 1251 { | |
| 1252 d = sqrtf(d); | |
| 1253 v.x = r*v.x - (r*dot + d)*n.x; | |
| 1254 v.y = r*v.y - (r*dot + d)*n.y; | |
| 1255 v.z = r*v.z - (r*dot + d)*n.z; | |
| 1256 | |
| 1257 result = v; | |
| 1258 } | |
| 1259 | |
| 1260 return result; | |
| 1261 } | |
| 1262 | |
| 1263 | |
| 1264 //---------------------------------------------------------------------------------- | |
| 1265 // Module Functions Definition - Vector4 math | |
| 1266 //---------------------------------------------------------------------------------- | |
| 1267 // Get vector zero | |
| 1268 RMAPI Vector4 Vector4Zero(void) | |
| 1269 { | |
| 1270 Vector4 result = { 0.0f, 0.0f, 0.0f, 0.0f }; | |
| 1271 return result; | |
| 1272 } | |
| 1273 | |
| 1274 // Get vector one | |
| 1275 RMAPI Vector4 Vector4One(void) | |
| 1276 { | |
| 1277 Vector4 result = { 1.0f, 1.0f, 1.0f, 1.0f }; | |
| 1278 return result; | |
| 1279 } | |
| 1280 | |
| 1281 // Add two vectors | |
| 1282 RMAPI Vector4 Vector4Add(Vector4 v1, Vector4 v2) | |
| 1283 { | |
| 1284 Vector4 result = { | |
| 1285 v1.x + v2.x, | |
| 1286 v1.y + v2.y, | |
| 1287 v1.z + v2.z, | |
| 1288 v1.w + v2.w | |
| 1289 }; | |
| 1290 return result; | |
| 1291 } | |
| 1292 | |
| 1293 // Add value to vector components | |
| 1294 RMAPI Vector4 Vector4AddValue(Vector4 v, float add) | |
| 1295 { | |
| 1296 Vector4 result = { | |
| 1297 v.x + add, | |
| 1298 v.y + add, | |
| 1299 v.z + add, | |
| 1300 v.w + add | |
| 1301 }; | |
| 1302 return result; | |
| 1303 } | |
| 1304 | |
| 1305 // Substract vectors | |
| 1306 RMAPI Vector4 Vector4Subtract(Vector4 v1, Vector4 v2) | |
| 1307 { | |
| 1308 Vector4 result = { | |
| 1309 v1.x - v2.x, | |
| 1310 v1.y - v2.y, | |
| 1311 v1.z - v2.z, | |
| 1312 v1.w - v2.w | |
| 1313 }; | |
| 1314 return result; | |
| 1315 } | |
| 1316 | |
| 1317 // Substract value from vector components | |
| 1318 RMAPI Vector4 Vector4SubtractValue(Vector4 v, float add) | |
| 1319 { | |
| 1320 Vector4 result = { | |
| 1321 v.x - add, | |
| 1322 v.y - add, | |
| 1323 v.z - add, | |
| 1324 v.w - add | |
| 1325 }; | |
| 1326 return result; | |
| 1327 } | |
| 1328 | |
| 1329 // Vector length | |
| 1330 RMAPI float Vector4Length(Vector4 v) | |
| 1331 { | |
| 1332 float result = sqrtf((v.x*v.x) + (v.y*v.y) + (v.z*v.z) + (v.w*v.w)); | |
| 1333 return result; | |
| 1334 } | |
| 1335 | |
| 1336 // Vector square length | |
| 1337 RMAPI float Vector4LengthSqr(Vector4 v) | |
| 1338 { | |
| 1339 float result = (v.x*v.x) + (v.y*v.y) + (v.z*v.z) + (v.w*v.w); | |
| 1340 return result; | |
| 1341 } | |
| 1342 | |
| 1343 // Vectors dot product | |
| 1344 RMAPI float Vector4DotProduct(Vector4 v1, Vector4 v2) | |
| 1345 { | |
| 1346 float result = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z + v1.w*v2.w); | |
| 1347 return result; | |
| 1348 } | |
| 1349 | |
| 1350 // Calculate distance between two vectors | |
| 1351 RMAPI float Vector4Distance(Vector4 v1, Vector4 v2) | |
| 1352 { | |
| 1353 float result = sqrtf( | |
| 1354 (v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y) + | |
| 1355 (v1.z - v2.z)*(v1.z - v2.z) + (v1.w - v2.w)*(v1.w - v2.w)); | |
| 1356 return result; | |
| 1357 } | |
| 1358 | |
| 1359 // Calculate square distance between two vectors | |
| 1360 RMAPI float Vector4DistanceSqr(Vector4 v1, Vector4 v2) | |
| 1361 { | |
| 1362 float result = | |
| 1363 (v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y) + | |
| 1364 (v1.z - v2.z)*(v1.z - v2.z) + (v1.w - v2.w)*(v1.w - v2.w); | |
| 1365 | |
| 1366 return result; | |
| 1367 } | |
| 1368 | |
| 1369 // Scale vector components by value (multiply) | |
| 1370 RMAPI Vector4 Vector4Scale(Vector4 v, float scale) | |
| 1371 { | |
| 1372 Vector4 result = { v.x*scale, v.y*scale, v.z*scale, v.w*scale }; | |
| 1373 return result; | |
| 1374 } | |
| 1375 | |
| 1376 // Multiply vector by vector | |
| 1377 RMAPI Vector4 Vector4Multiply(Vector4 v1, Vector4 v2) | |
| 1378 { | |
| 1379 Vector4 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z, v1.w*v2.w }; | |
| 1380 return result; | |
| 1381 } | |
| 1382 | |
| 1383 // Negate vector | |
| 1384 RMAPI Vector4 Vector4Negate(Vector4 v) | |
| 1385 { | |
| 1386 Vector4 result = { -v.x, -v.y, -v.z, -v.w }; | |
| 1387 return result; | |
| 1388 } | |
| 1389 | |
| 1390 // Divide vector by vector | |
| 1391 RMAPI Vector4 Vector4Divide(Vector4 v1, Vector4 v2) | |
| 1392 { | |
| 1393 Vector4 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z, v1.w/v2.w }; | |
| 1394 return result; | |
| 1395 } | |
| 1396 | |
| 1397 // Normalize provided vector | |
| 1398 RMAPI Vector4 Vector4Normalize(Vector4 v) | |
| 1399 { | |
| 1400 Vector4 result = { 0 }; | |
| 1401 float length = sqrtf((v.x*v.x) + (v.y*v.y) + (v.z*v.z) + (v.w*v.w)); | |
| 1402 | |
| 1403 if (length > 0) | |
| 1404 { | |
| 1405 float ilength = 1.0f/length; | |
| 1406 result.x = v.x*ilength; | |
| 1407 result.y = v.y*ilength; | |
| 1408 result.z = v.z*ilength; | |
| 1409 result.w = v.w*ilength; | |
| 1410 } | |
| 1411 | |
| 1412 return result; | |
| 1413 } | |
| 1414 | |
| 1415 // Get min value for each pair of components | |
| 1416 RMAPI Vector4 Vector4Min(Vector4 v1, Vector4 v2) | |
| 1417 { | |
| 1418 Vector4 result = { 0 }; | |
| 1419 | |
| 1420 result.x = fminf(v1.x, v2.x); | |
| 1421 result.y = fminf(v1.y, v2.y); | |
| 1422 result.z = fminf(v1.z, v2.z); | |
| 1423 result.w = fminf(v1.w, v2.w); | |
| 1424 | |
| 1425 return result; | |
| 1426 } | |
| 1427 | |
| 1428 // Get max value for each pair of components | |
| 1429 RMAPI Vector4 Vector4Max(Vector4 v1, Vector4 v2) | |
| 1430 { | |
| 1431 Vector4 result = { 0 }; | |
| 1432 | |
| 1433 result.x = fmaxf(v1.x, v2.x); | |
| 1434 result.y = fmaxf(v1.y, v2.y); | |
| 1435 result.z = fmaxf(v1.z, v2.z); | |
| 1436 result.w = fmaxf(v1.w, v2.w); | |
| 1437 | |
| 1438 return result; | |
| 1439 } | |
| 1440 | |
| 1441 // Calculate linear interpolation between two vectors | |
| 1442 RMAPI Vector4 Vector4Lerp(Vector4 v1, Vector4 v2, float amount) | |
| 1443 { | |
| 1444 Vector4 result = { 0 }; | |
| 1445 | |
| 1446 result.x = v1.x + amount*(v2.x - v1.x); | |
| 1447 result.y = v1.y + amount*(v2.y - v1.y); | |
| 1448 result.z = v1.z + amount*(v2.z - v1.z); | |
| 1449 result.w = v1.w + amount*(v2.w - v1.w); | |
| 1450 | |
| 1451 return result; | |
| 1452 } | |
| 1453 | |
| 1454 // Move Vector towards target | |
| 1455 RMAPI Vector4 Vector4MoveTowards(Vector4 v, Vector4 target, float maxDistance) | |
| 1456 { | |
| 1457 Vector4 result = { 0 }; | |
| 1458 | |
| 1459 float dx = target.x - v.x; | |
| 1460 float dy = target.y - v.y; | |
| 1461 float dz = target.z - v.z; | |
| 1462 float dw = target.w - v.w; | |
| 1463 float value = (dx*dx) + (dy*dy) + (dz*dz) + (dw*dw); | |
| 1464 | |
| 1465 if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target; | |
| 1466 | |
| 1467 float dist = sqrtf(value); | |
| 1468 | |
| 1469 result.x = v.x + dx/dist*maxDistance; | |
| 1470 result.y = v.y + dy/dist*maxDistance; | |
| 1471 result.z = v.z + dz/dist*maxDistance; | |
| 1472 result.w = v.w + dw/dist*maxDistance; | |
| 1473 | |
| 1474 return result; | |
| 1475 } | |
| 1476 | |
| 1477 // Invert the given vector | |
| 1478 RMAPI Vector4 Vector4Invert(Vector4 v) | |
| 1479 { | |
| 1480 Vector4 result = { 1.0f/v.x, 1.0f/v.y, 1.0f/v.z, 1.0f/v.w }; | |
| 1481 return result; | |
| 1482 } | |
| 1483 | |
| 1484 // Check whether two given vectors are almost equal | |
| 1485 RMAPI int Vector4Equals(Vector4 p, Vector4 q) | |
| 1486 { | |
| 1487 #if !defined(EPSILON) | |
| 1488 #define EPSILON 0.000001f | |
| 1489 #endif | |
| 1490 | |
| 1491 int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) && | |
| 1492 ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) && | |
| 1493 ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) && | |
| 1494 ((fabsf(p.w - q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w))))); | |
| 1495 return result; | |
| 1496 } | |
| 1497 | |
| 1498 | |
| 1499 //---------------------------------------------------------------------------------- | |
| 1500 // Module Functions Definition - Matrix math | |
| 1501 //---------------------------------------------------------------------------------- | |
| 1502 | |
| 1503 // Compute matrix determinant | |
| 1504 RMAPI float MatrixDeterminant(Matrix mat) | |
| 1505 { | |
| 1506 float result = 0.0f; | |
| 1507 /* | |
| 1508 // Cache the matrix values (speed optimization) | |
| 1509 float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3; | |
| 1510 float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7; | |
| 1511 float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11; | |
| 1512 float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15; | |
| 1513 | |
| 1514 // NOTE: It takes 72 multiplication to calculate 4x4 matrix determinant | |
| 1515 result = a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 + | |
| 1516 a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 + | |
| 1517 a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 + | |
| 1518 a30*a11*a02*a23 - a10*a31*a02*a23 - a30*a01*a12*a23 + a00*a31*a12*a23 + | |
| 1519 a10*a01*a32*a23 - a00*a11*a32*a23 - a20*a11*a02*a33 + a10*a21*a02*a33 + | |
| 1520 a20*a01*a12*a33 - a00*a21*a12*a33 - a10*a01*a22*a33 + a00*a11*a22*a33; | |
| 1521 */ | |
| 1522 // Using Laplace expansion (https://en.wikipedia.org/wiki/Laplace_expansion), | |
| 1523 // previous operation can be simplified to 40 multiplications, decreasing matrix | |
| 1524 // size from 4x4 to 2x2 using minors | |
| 1525 | |
| 1526 // Cache the matrix values (speed optimization) | |
| 1527 float m0 = mat.m0, m1 = mat.m1, m2 = mat.m2, m3 = mat.m3; | |
| 1528 float m4 = mat.m4, m5 = mat.m5, m6 = mat.m6, m7 = mat.m7; | |
| 1529 float m8 = mat.m8, m9 = mat.m9, m10 = mat.m10, m11 = mat.m11; | |
| 1530 float m12 = mat.m12, m13 = mat.m13, m14 = mat.m14, m15 = mat.m15; | |
| 1531 | |
| 1532 result = (m0*((m5*(m10*m15 - m11*m14) - m9*(m6*m15 - m7*m14) + m13*(m6*m11 - m7*m10))) - | |
| 1533 m4*((m1*(m10*m15 - m11*m14) - m9*(m2*m15 - m3*m14) + m13*(m2*m11 - m3*m10))) + | |
| 1534 m8*((m1*(m6*m15 - m7*m14) - m5*(m2*m15 - m3*m14) + m13*(m2*m7 - m3*m6))) - | |
| 1535 m12*((m1*(m6*m11 - m7*m10) - m5*(m2*m11 - m3*m10) + m9*(m2*m7 - m3*m6)))); | |
| 1536 | |
| 1537 return result; | |
| 1538 } | |
| 1539 | |
| 1540 // Get the trace of the matrix (sum of the values along the diagonal) | |
| 1541 RMAPI float MatrixTrace(Matrix mat) | |
| 1542 { | |
| 1543 float result = (mat.m0 + mat.m5 + mat.m10 + mat.m15); | |
| 1544 | |
| 1545 return result; | |
| 1546 } | |
| 1547 | |
| 1548 // Transposes provided matrix | |
| 1549 RMAPI Matrix MatrixTranspose(Matrix mat) | |
| 1550 { | |
| 1551 Matrix result = { 0 }; | |
| 1552 | |
| 1553 result.m0 = mat.m0; | |
| 1554 result.m1 = mat.m4; | |
| 1555 result.m2 = mat.m8; | |
| 1556 result.m3 = mat.m12; | |
| 1557 result.m4 = mat.m1; | |
| 1558 result.m5 = mat.m5; | |
| 1559 result.m6 = mat.m9; | |
| 1560 result.m7 = mat.m13; | |
| 1561 result.m8 = mat.m2; | |
| 1562 result.m9 = mat.m6; | |
| 1563 result.m10 = mat.m10; | |
| 1564 result.m11 = mat.m14; | |
| 1565 result.m12 = mat.m3; | |
| 1566 result.m13 = mat.m7; | |
| 1567 result.m14 = mat.m11; | |
| 1568 result.m15 = mat.m15; | |
| 1569 | |
| 1570 return result; | |
| 1571 } | |
| 1572 | |
| 1573 // Invert provided matrix | |
| 1574 RMAPI Matrix MatrixInvert(Matrix mat) | |
| 1575 { | |
| 1576 Matrix result = { 0 }; | |
| 1577 | |
| 1578 // Cache the matrix values (speed optimization) | |
| 1579 float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3; | |
| 1580 float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7; | |
| 1581 float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11; | |
| 1582 float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15; | |
| 1583 | |
| 1584 float b00 = a00*a11 - a01*a10; | |
| 1585 float b01 = a00*a12 - a02*a10; | |
| 1586 float b02 = a00*a13 - a03*a10; | |
| 1587 float b03 = a01*a12 - a02*a11; | |
| 1588 float b04 = a01*a13 - a03*a11; | |
| 1589 float b05 = a02*a13 - a03*a12; | |
| 1590 float b06 = a20*a31 - a21*a30; | |
| 1591 float b07 = a20*a32 - a22*a30; | |
| 1592 float b08 = a20*a33 - a23*a30; | |
| 1593 float b09 = a21*a32 - a22*a31; | |
| 1594 float b10 = a21*a33 - a23*a31; | |
| 1595 float b11 = a22*a33 - a23*a32; | |
| 1596 | |
| 1597 // Calculate the invert determinant (inlined to avoid double-caching) | |
| 1598 float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06); | |
| 1599 | |
| 1600 result.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet; | |
| 1601 result.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet; | |
| 1602 result.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet; | |
| 1603 result.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet; | |
| 1604 result.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet; | |
| 1605 result.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet; | |
| 1606 result.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet; | |
| 1607 result.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet; | |
| 1608 result.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet; | |
| 1609 result.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet; | |
| 1610 result.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet; | |
| 1611 result.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet; | |
| 1612 result.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet; | |
| 1613 result.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet; | |
| 1614 result.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet; | |
| 1615 result.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet; | |
| 1616 | |
| 1617 return result; | |
| 1618 } | |
| 1619 | |
| 1620 // Get identity matrix | |
| 1621 RMAPI Matrix MatrixIdentity(void) | |
| 1622 { | |
| 1623 Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, | |
| 1624 0.0f, 1.0f, 0.0f, 0.0f, | |
| 1625 0.0f, 0.0f, 1.0f, 0.0f, | |
| 1626 0.0f, 0.0f, 0.0f, 1.0f }; | |
| 1627 | |
| 1628 return result; | |
| 1629 } | |
| 1630 | |
| 1631 // Add two matrices | |
| 1632 RMAPI Matrix MatrixAdd(Matrix left, Matrix right) | |
| 1633 { | |
| 1634 Matrix result = { 0 }; | |
| 1635 | |
| 1636 result.m0 = left.m0 + right.m0; | |
| 1637 result.m1 = left.m1 + right.m1; | |
| 1638 result.m2 = left.m2 + right.m2; | |
| 1639 result.m3 = left.m3 + right.m3; | |
| 1640 result.m4 = left.m4 + right.m4; | |
| 1641 result.m5 = left.m5 + right.m5; | |
| 1642 result.m6 = left.m6 + right.m6; | |
| 1643 result.m7 = left.m7 + right.m7; | |
| 1644 result.m8 = left.m8 + right.m8; | |
| 1645 result.m9 = left.m9 + right.m9; | |
| 1646 result.m10 = left.m10 + right.m10; | |
| 1647 result.m11 = left.m11 + right.m11; | |
| 1648 result.m12 = left.m12 + right.m12; | |
| 1649 result.m13 = left.m13 + right.m13; | |
| 1650 result.m14 = left.m14 + right.m14; | |
| 1651 result.m15 = left.m15 + right.m15; | |
| 1652 | |
| 1653 return result; | |
| 1654 } | |
| 1655 | |
| 1656 // Subtract two matrices (left - right) | |
| 1657 RMAPI Matrix MatrixSubtract(Matrix left, Matrix right) | |
| 1658 { | |
| 1659 Matrix result = { 0 }; | |
| 1660 | |
| 1661 result.m0 = left.m0 - right.m0; | |
| 1662 result.m1 = left.m1 - right.m1; | |
| 1663 result.m2 = left.m2 - right.m2; | |
| 1664 result.m3 = left.m3 - right.m3; | |
| 1665 result.m4 = left.m4 - right.m4; | |
| 1666 result.m5 = left.m5 - right.m5; | |
| 1667 result.m6 = left.m6 - right.m6; | |
| 1668 result.m7 = left.m7 - right.m7; | |
| 1669 result.m8 = left.m8 - right.m8; | |
| 1670 result.m9 = left.m9 - right.m9; | |
| 1671 result.m10 = left.m10 - right.m10; | |
| 1672 result.m11 = left.m11 - right.m11; | |
| 1673 result.m12 = left.m12 - right.m12; | |
| 1674 result.m13 = left.m13 - right.m13; | |
| 1675 result.m14 = left.m14 - right.m14; | |
| 1676 result.m15 = left.m15 - right.m15; | |
| 1677 | |
| 1678 return result; | |
| 1679 } | |
| 1680 | |
| 1681 // Get two matrix multiplication | |
| 1682 // NOTE: When multiplying matrices... the order matters! | |
| 1683 RMAPI Matrix MatrixMultiply(Matrix left, Matrix right) | |
| 1684 { | |
| 1685 Matrix result = { 0 }; | |
| 1686 | |
| 1687 #if defined(RAYMATH_SSE_ENABLED) | |
| 1688 // Load left side and right side | |
| 1689 __m128 c0 = _mm_set_ps(right.m12, right.m8, right.m4, right.m0); | |
| 1690 __m128 c1 = _mm_set_ps(right.m13, right.m9, right.m5, right.m1); | |
| 1691 __m128 c2 = _mm_set_ps(right.m14, right.m10, right.m6, right.m2); | |
| 1692 __m128 c3 = _mm_set_ps(right.m15, right.m11, right.m7, right.m3); | |
| 1693 | |
| 1694 // Transpose so c0..c3 become *rows* of the right matrix in semantic order | |
| 1695 _MM_TRANSPOSE4_PS(c0, c1, c2, c3); | |
| 1696 | |
| 1697 float tmp[4] = { 0 }; | |
| 1698 __m128 row; | |
| 1699 | |
| 1700 // Row 0 of result: [m0, m1, m2, m3] | |
| 1701 row = _mm_mul_ps(_mm_set1_ps(left.m0), c0); | |
| 1702 row = _mm_add_ps(row, _mm_mul_ps(_mm_set1_ps(left.m1), c1)); | |
| 1703 row = _mm_add_ps(row, _mm_mul_ps(_mm_set1_ps(left.m2), c2)); | |
| 1704 row = _mm_add_ps(row, _mm_mul_ps(_mm_set1_ps(left.m3), c3)); | |
| 1705 _mm_storeu_ps(tmp, row); | |
| 1706 result.m0 = tmp[0]; | |
| 1707 result.m1 = tmp[1]; | |
| 1708 result.m2 = tmp[2]; | |
| 1709 result.m3 = tmp[3]; | |
| 1710 | |
| 1711 // Row 1 of result: [m4, m5, m6, m7] | |
| 1712 row = _mm_mul_ps(_mm_set1_ps(left.m4), c0); | |
| 1713 row = _mm_add_ps(row, _mm_mul_ps(_mm_set1_ps(left.m5), c1)); | |
| 1714 row = _mm_add_ps(row, _mm_mul_ps(_mm_set1_ps(left.m6), c2)); | |
| 1715 row = _mm_add_ps(row, _mm_mul_ps(_mm_set1_ps(left.m7), c3)); | |
| 1716 _mm_storeu_ps(tmp, row); | |
| 1717 result.m4 = tmp[0]; | |
| 1718 result.m5 = tmp[1]; | |
| 1719 result.m6 = tmp[2]; | |
| 1720 result.m7 = tmp[3]; | |
| 1721 | |
| 1722 // Row 2 of result: [m8, m9, m10, m11] | |
| 1723 row = _mm_mul_ps(_mm_set1_ps(left.m8), c0); | |
| 1724 row = _mm_add_ps(row, _mm_mul_ps(_mm_set1_ps(left.m9), c1)); | |
| 1725 row = _mm_add_ps(row, _mm_mul_ps(_mm_set1_ps(left.m10), c2)); | |
| 1726 row = _mm_add_ps(row, _mm_mul_ps(_mm_set1_ps(left.m11), c3)); | |
| 1727 _mm_storeu_ps(tmp, row); | |
| 1728 result.m8 = tmp[0]; | |
| 1729 result.m9 = tmp[1]; | |
| 1730 result.m10 = tmp[2]; | |
| 1731 result.m11 = tmp[3]; | |
| 1732 | |
| 1733 // Row 3 of result: [m12, m13, m14, m15] | |
| 1734 row = _mm_mul_ps(_mm_set1_ps(left.m12), c0); | |
| 1735 row = _mm_add_ps(row, _mm_mul_ps(_mm_set1_ps(left.m13), c1)); | |
| 1736 row = _mm_add_ps(row, _mm_mul_ps(_mm_set1_ps(left.m14), c2)); | |
| 1737 row = _mm_add_ps(row, _mm_mul_ps(_mm_set1_ps(left.m15), c3)); | |
| 1738 _mm_storeu_ps(tmp, row); | |
| 1739 result.m12 = tmp[0]; | |
| 1740 result.m13 = tmp[1]; | |
| 1741 result.m14 = tmp[2]; | |
| 1742 result.m15 = tmp[3]; | |
| 1743 #else | |
| 1744 result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12; | |
| 1745 result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13; | |
| 1746 result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14; | |
| 1747 result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15; | |
| 1748 result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12; | |
| 1749 result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13; | |
| 1750 result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14; | |
| 1751 result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15; | |
| 1752 result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12; | |
| 1753 result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13; | |
| 1754 result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14; | |
| 1755 result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15; | |
| 1756 result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12; | |
| 1757 result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13; | |
| 1758 result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14; | |
| 1759 result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15; | |
| 1760 #endif | |
| 1761 | |
| 1762 return result; | |
| 1763 } | |
| 1764 | |
| 1765 // Multiply matrix components by value | |
| 1766 RMAPI Matrix MatrixMultiplyValue(Matrix left, float value) | |
| 1767 { | |
| 1768 Matrix result = { | |
| 1769 left.m0*value, left.m4*value, left.m8*value, left.m12*value, | |
| 1770 left.m1*value, left.m5*value, left.m9*value, left.m13*value, | |
| 1771 left.m2*value, left.m6*value, left.m10*value, left.m14*value, | |
| 1772 left.m3*value, left.m7*value, left.m11*value, left.m15*value | |
| 1773 }; | |
| 1774 | |
| 1775 return result; | |
| 1776 } | |
| 1777 | |
| 1778 // Get translation matrix | |
| 1779 RMAPI Matrix MatrixTranslate(float x, float y, float z) | |
| 1780 { | |
| 1781 Matrix result = { 1.0f, 0.0f, 0.0f, x, | |
| 1782 0.0f, 1.0f, 0.0f, y, | |
| 1783 0.0f, 0.0f, 1.0f, z, | |
| 1784 0.0f, 0.0f, 0.0f, 1.0f }; | |
| 1785 | |
| 1786 return result; | |
| 1787 } | |
| 1788 | |
| 1789 // Create rotation matrix from axis and angle | |
| 1790 // NOTE: Angle should be provided in radians | |
| 1791 RMAPI Matrix MatrixRotate(Vector3 axis, float angle) | |
| 1792 { | |
| 1793 Matrix result = { 0 }; | |
| 1794 | |
| 1795 float x = axis.x, y = axis.y, z = axis.z; | |
| 1796 | |
| 1797 float lengthSquared = x*x + y*y + z*z; | |
| 1798 | |
| 1799 if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f)) | |
| 1800 { | |
| 1801 float ilength = 1.0f/sqrtf(lengthSquared); | |
| 1802 x *= ilength; | |
| 1803 y *= ilength; | |
| 1804 z *= ilength; | |
| 1805 } | |
| 1806 | |
| 1807 float sinres = sinf(angle); | |
| 1808 float cosres = cosf(angle); | |
| 1809 float t = 1.0f - cosres; | |
| 1810 | |
| 1811 result.m0 = x*x*t + cosres; | |
| 1812 result.m1 = y*x*t + z*sinres; | |
| 1813 result.m2 = z*x*t - y*sinres; | |
| 1814 result.m3 = 0.0f; | |
| 1815 | |
| 1816 result.m4 = x*y*t - z*sinres; | |
| 1817 result.m5 = y*y*t + cosres; | |
| 1818 result.m6 = z*y*t + x*sinres; | |
| 1819 result.m7 = 0.0f; | |
| 1820 | |
| 1821 result.m8 = x*z*t + y*sinres; | |
| 1822 result.m9 = y*z*t - x*sinres; | |
| 1823 result.m10 = z*z*t + cosres; | |
| 1824 result.m11 = 0.0f; | |
| 1825 | |
| 1826 result.m12 = 0.0f; | |
| 1827 result.m13 = 0.0f; | |
| 1828 result.m14 = 0.0f; | |
| 1829 result.m15 = 1.0f; | |
| 1830 | |
| 1831 return result; | |
| 1832 } | |
| 1833 | |
| 1834 // Get x-rotation matrix | |
| 1835 // NOTE: Angle must be provided in radians | |
| 1836 RMAPI Matrix MatrixRotateX(float angle) | |
| 1837 { | |
| 1838 Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, | |
| 1839 0.0f, 1.0f, 0.0f, 0.0f, | |
| 1840 0.0f, 0.0f, 1.0f, 0.0f, | |
| 1841 0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity() | |
| 1842 | |
| 1843 float cosres = cosf(angle); | |
| 1844 float sinres = sinf(angle); | |
| 1845 | |
| 1846 result.m5 = cosres; | |
| 1847 result.m6 = sinres; | |
| 1848 result.m9 = -sinres; | |
| 1849 result.m10 = cosres; | |
| 1850 | |
| 1851 return result; | |
| 1852 } | |
| 1853 | |
| 1854 // Get y-rotation matrix | |
| 1855 // NOTE: Angle must be provided in radians | |
| 1856 RMAPI Matrix MatrixRotateY(float angle) | |
| 1857 { | |
| 1858 Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, | |
| 1859 0.0f, 1.0f, 0.0f, 0.0f, | |
| 1860 0.0f, 0.0f, 1.0f, 0.0f, | |
| 1861 0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity() | |
| 1862 | |
| 1863 float cosres = cosf(angle); | |
| 1864 float sinres = sinf(angle); | |
| 1865 | |
| 1866 result.m0 = cosres; | |
| 1867 result.m2 = -sinres; | |
| 1868 result.m8 = sinres; | |
| 1869 result.m10 = cosres; | |
| 1870 | |
| 1871 return result; | |
| 1872 } | |
| 1873 | |
| 1874 // Get z-rotation matrix | |
| 1875 // NOTE: Angle must be provided in radians | |
| 1876 RMAPI Matrix MatrixRotateZ(float angle) | |
| 1877 { | |
| 1878 Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, | |
| 1879 0.0f, 1.0f, 0.0f, 0.0f, | |
| 1880 0.0f, 0.0f, 1.0f, 0.0f, | |
| 1881 0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity() | |
| 1882 | |
| 1883 float cosres = cosf(angle); | |
| 1884 float sinres = sinf(angle); | |
| 1885 | |
| 1886 result.m0 = cosres; | |
| 1887 result.m1 = sinres; | |
| 1888 result.m4 = -sinres; | |
| 1889 result.m5 = cosres; | |
| 1890 | |
| 1891 return result; | |
| 1892 } | |
| 1893 | |
| 1894 | |
| 1895 // Get xyz-rotation matrix | |
| 1896 // NOTE: Angle must be provided in radians | |
| 1897 RMAPI Matrix MatrixRotateXYZ(Vector3 angle) | |
| 1898 { | |
| 1899 Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, | |
| 1900 0.0f, 1.0f, 0.0f, 0.0f, | |
| 1901 0.0f, 0.0f, 1.0f, 0.0f, | |
| 1902 0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity() | |
| 1903 | |
| 1904 float cosz = cosf(-angle.z); | |
| 1905 float sinz = sinf(-angle.z); | |
| 1906 float cosy = cosf(-angle.y); | |
| 1907 float siny = sinf(-angle.y); | |
| 1908 float cosx = cosf(-angle.x); | |
| 1909 float sinx = sinf(-angle.x); | |
| 1910 | |
| 1911 result.m0 = cosz*cosy; | |
| 1912 result.m1 = (cosz*siny*sinx) - (sinz*cosx); | |
| 1913 result.m2 = (cosz*siny*cosx) + (sinz*sinx); | |
| 1914 | |
| 1915 result.m4 = sinz*cosy; | |
| 1916 result.m5 = (sinz*siny*sinx) + (cosz*cosx); | |
| 1917 result.m6 = (sinz*siny*cosx) - (cosz*sinx); | |
| 1918 | |
| 1919 result.m8 = -siny; | |
| 1920 result.m9 = cosy*sinx; | |
| 1921 result.m10= cosy*cosx; | |
| 1922 | |
| 1923 return result; | |
| 1924 } | |
| 1925 | |
| 1926 // Get zyx-rotation matrix | |
| 1927 // NOTE: Angle must be provided in radians | |
| 1928 RMAPI Matrix MatrixRotateZYX(Vector3 angle) | |
| 1929 { | |
| 1930 Matrix result = { 0 }; | |
| 1931 | |
| 1932 float cz = cosf(angle.z); | |
| 1933 float sz = sinf(angle.z); | |
| 1934 float cy = cosf(angle.y); | |
| 1935 float sy = sinf(angle.y); | |
| 1936 float cx = cosf(angle.x); | |
| 1937 float sx = sinf(angle.x); | |
| 1938 | |
| 1939 result.m0 = cz*cy; | |
| 1940 result.m4 = cz*sy*sx - cx*sz; | |
| 1941 result.m8 = sz*sx + cz*cx*sy; | |
| 1942 result.m12 = 0; | |
| 1943 | |
| 1944 result.m1 = cy*sz; | |
| 1945 result.m5 = cz*cx + sz*sy*sx; | |
| 1946 result.m9 = cx*sz*sy - cz*sx; | |
| 1947 result.m13 = 0; | |
| 1948 | |
| 1949 result.m2 = -sy; | |
| 1950 result.m6 = cy*sx; | |
| 1951 result.m10 = cy*cx; | |
| 1952 result.m14 = 0; | |
| 1953 | |
| 1954 result.m3 = 0; | |
| 1955 result.m7 = 0; | |
| 1956 result.m11 = 0; | |
| 1957 result.m15 = 1; | |
| 1958 | |
| 1959 return result; | |
| 1960 } | |
| 1961 | |
| 1962 // Get scaling matrix | |
| 1963 RMAPI Matrix MatrixScale(float x, float y, float z) | |
| 1964 { | |
| 1965 Matrix result = { x, 0.0f, 0.0f, 0.0f, | |
| 1966 0.0f, y, 0.0f, 0.0f, | |
| 1967 0.0f, 0.0f, z, 0.0f, | |
| 1968 0.0f, 0.0f, 0.0f, 1.0f }; | |
| 1969 | |
| 1970 return result; | |
| 1971 } | |
| 1972 | |
| 1973 // Get perspective projection matrix | |
| 1974 RMAPI Matrix MatrixFrustum(double left, double right, double bottom, double top, double nearPlane, double farPlane) | |
| 1975 { | |
| 1976 Matrix result = { 0 }; | |
| 1977 | |
| 1978 float rl = (float)(right - left); | |
| 1979 float tb = (float)(top - bottom); | |
| 1980 float fn = (float)(farPlane - nearPlane); | |
| 1981 | |
| 1982 result.m0 = ((float)nearPlane*2.0f)/rl; | |
| 1983 result.m1 = 0.0f; | |
| 1984 result.m2 = 0.0f; | |
| 1985 result.m3 = 0.0f; | |
| 1986 | |
| 1987 result.m4 = 0.0f; | |
| 1988 result.m5 = ((float)nearPlane*2.0f)/tb; | |
| 1989 result.m6 = 0.0f; | |
| 1990 result.m7 = 0.0f; | |
| 1991 | |
| 1992 result.m8 = ((float)right + (float)left)/rl; | |
| 1993 result.m9 = ((float)top + (float)bottom)/tb; | |
| 1994 result.m10 = -((float)farPlane + (float)nearPlane)/fn; | |
| 1995 result.m11 = -1.0f; | |
| 1996 | |
| 1997 result.m12 = 0.0f; | |
| 1998 result.m13 = 0.0f; | |
| 1999 result.m14 = -((float)farPlane*(float)nearPlane*2.0f)/fn; | |
| 2000 result.m15 = 0.0f; | |
| 2001 | |
| 2002 return result; | |
| 2003 } | |
| 2004 | |
| 2005 // Get perspective projection matrix | |
| 2006 // NOTE: Fovy angle must be provided in radians | |
| 2007 RMAPI Matrix MatrixPerspective(double fovY, double aspect, double nearPlane, double farPlane) | |
| 2008 { | |
| 2009 Matrix result = { 0 }; | |
| 2010 | |
| 2011 double top = nearPlane*tan(fovY*0.5); | |
| 2012 double bottom = -top; | |
| 2013 double right = top*aspect; | |
| 2014 double left = -right; | |
| 2015 | |
| 2016 // MatrixFrustum(-right, right, -top, top, near, far); | |
| 2017 float rl = (float)(right - left); | |
| 2018 float tb = (float)(top - bottom); | |
| 2019 float fn = (float)(farPlane - nearPlane); | |
| 2020 | |
| 2021 result.m0 = ((float)nearPlane*2.0f)/rl; | |
| 2022 result.m5 = ((float)nearPlane*2.0f)/tb; | |
| 2023 result.m8 = ((float)right + (float)left)/rl; | |
| 2024 result.m9 = ((float)top + (float)bottom)/tb; | |
| 2025 result.m10 = -((float)farPlane + (float)nearPlane)/fn; | |
| 2026 result.m11 = -1.0f; | |
| 2027 result.m14 = -((float)farPlane*(float)nearPlane*2.0f)/fn; | |
| 2028 | |
| 2029 return result; | |
| 2030 } | |
| 2031 | |
| 2032 // Get orthographic projection matrix | |
| 2033 RMAPI Matrix MatrixOrtho(double left, double right, double bottom, double top, double nearPlane, double farPlane) | |
| 2034 { | |
| 2035 Matrix result = { 0 }; | |
| 2036 | |
| 2037 float rl = (float)(right - left); | |
| 2038 float tb = (float)(top - bottom); | |
| 2039 float fn = (float)(farPlane - nearPlane); | |
| 2040 | |
| 2041 result.m0 = 2.0f/rl; | |
| 2042 result.m1 = 0.0f; | |
| 2043 result.m2 = 0.0f; | |
| 2044 result.m3 = 0.0f; | |
| 2045 result.m4 = 0.0f; | |
| 2046 result.m5 = 2.0f/tb; | |
| 2047 result.m6 = 0.0f; | |
| 2048 result.m7 = 0.0f; | |
| 2049 result.m8 = 0.0f; | |
| 2050 result.m9 = 0.0f; | |
| 2051 result.m10 = -2.0f/fn; | |
| 2052 result.m11 = 0.0f; | |
| 2053 result.m12 = -((float)left + (float)right)/rl; | |
| 2054 result.m13 = -((float)top + (float)bottom)/tb; | |
| 2055 result.m14 = -((float)farPlane + (float)nearPlane)/fn; | |
| 2056 result.m15 = 1.0f; | |
| 2057 | |
| 2058 return result; | |
| 2059 } | |
| 2060 | |
| 2061 // Get camera look-at matrix (view matrix) | |
| 2062 RMAPI Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up) | |
| 2063 { | |
| 2064 Matrix result = { 0 }; | |
| 2065 | |
| 2066 float length = 0.0f; | |
| 2067 float ilength = 0.0f; | |
| 2068 | |
| 2069 // Vector3Subtract(eye, target) | |
| 2070 Vector3 vz = { eye.x - target.x, eye.y - target.y, eye.z - target.z }; | |
| 2071 | |
| 2072 // Vector3Normalize(vz) | |
| 2073 Vector3 v = vz; | |
| 2074 length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); | |
| 2075 if (length == 0.0f) length = 1.0f; | |
| 2076 ilength = 1.0f/length; | |
| 2077 vz.x *= ilength; | |
| 2078 vz.y *= ilength; | |
| 2079 vz.z *= ilength; | |
| 2080 | |
| 2081 // Vector3CrossProduct(up, vz) | |
| 2082 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 }; | |
| 2083 | |
| 2084 // Vector3Normalize(x) | |
| 2085 v = vx; | |
| 2086 length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); | |
| 2087 if (length == 0.0f) length = 1.0f; | |
| 2088 ilength = 1.0f/length; | |
| 2089 vx.x *= ilength; | |
| 2090 vx.y *= ilength; | |
| 2091 vx.z *= ilength; | |
| 2092 | |
| 2093 // Vector3CrossProduct(vz, vx) | |
| 2094 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 }; | |
| 2095 | |
| 2096 result.m0 = vx.x; | |
| 2097 result.m1 = vy.x; | |
| 2098 result.m2 = vz.x; | |
| 2099 result.m3 = 0.0f; | |
| 2100 result.m4 = vx.y; | |
| 2101 result.m5 = vy.y; | |
| 2102 result.m6 = vz.y; | |
| 2103 result.m7 = 0.0f; | |
| 2104 result.m8 = vx.z; | |
| 2105 result.m9 = vy.z; | |
| 2106 result.m10 = vz.z; | |
| 2107 result.m11 = 0.0f; | |
| 2108 result.m12 = -(vx.x*eye.x + vx.y*eye.y + vx.z*eye.z); // Vector3DotProduct(vx, eye) | |
| 2109 result.m13 = -(vy.x*eye.x + vy.y*eye.y + vy.z*eye.z); // Vector3DotProduct(vy, eye) | |
| 2110 result.m14 = -(vz.x*eye.x + vz.y*eye.y + vz.z*eye.z); // Vector3DotProduct(vz, eye) | |
| 2111 result.m15 = 1.0f; | |
| 2112 | |
| 2113 return result; | |
| 2114 } | |
| 2115 | |
| 2116 // Get float array of matrix data | |
| 2117 RMAPI float16 MatrixToFloatV(Matrix mat) | |
| 2118 { | |
| 2119 float16 result = { 0 }; | |
| 2120 | |
| 2121 result.v[0] = mat.m0; | |
| 2122 result.v[1] = mat.m1; | |
| 2123 result.v[2] = mat.m2; | |
| 2124 result.v[3] = mat.m3; | |
| 2125 result.v[4] = mat.m4; | |
| 2126 result.v[5] = mat.m5; | |
| 2127 result.v[6] = mat.m6; | |
| 2128 result.v[7] = mat.m7; | |
| 2129 result.v[8] = mat.m8; | |
| 2130 result.v[9] = mat.m9; | |
| 2131 result.v[10] = mat.m10; | |
| 2132 result.v[11] = mat.m11; | |
| 2133 result.v[12] = mat.m12; | |
| 2134 result.v[13] = mat.m13; | |
| 2135 result.v[14] = mat.m14; | |
| 2136 result.v[15] = mat.m15; | |
| 2137 | |
| 2138 return result; | |
| 2139 } | |
| 2140 | |
| 2141 //---------------------------------------------------------------------------------- | |
| 2142 // Module Functions Definition - Quaternion math | |
| 2143 //---------------------------------------------------------------------------------- | |
| 2144 | |
| 2145 // Add two quaternions | |
| 2146 RMAPI Quaternion QuaternionAdd(Quaternion q1, Quaternion q2) | |
| 2147 { | |
| 2148 Quaternion result = {q1.x + q2.x, q1.y + q2.y, q1.z + q2.z, q1.w + q2.w}; | |
| 2149 | |
| 2150 return result; | |
| 2151 } | |
| 2152 | |
| 2153 // Add quaternion and float value | |
| 2154 RMAPI Quaternion QuaternionAddValue(Quaternion q, float add) | |
| 2155 { | |
| 2156 Quaternion result = {q.x + add, q.y + add, q.z + add, q.w + add}; | |
| 2157 | |
| 2158 return result; | |
| 2159 } | |
| 2160 | |
| 2161 // Subtract two quaternions | |
| 2162 RMAPI Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2) | |
| 2163 { | |
| 2164 Quaternion result = {q1.x - q2.x, q1.y - q2.y, q1.z - q2.z, q1.w - q2.w}; | |
| 2165 | |
| 2166 return result; | |
| 2167 } | |
| 2168 | |
| 2169 // Subtract quaternion and float value | |
| 2170 RMAPI Quaternion QuaternionSubtractValue(Quaternion q, float sub) | |
| 2171 { | |
| 2172 Quaternion result = {q.x - sub, q.y - sub, q.z - sub, q.w - sub}; | |
| 2173 | |
| 2174 return result; | |
| 2175 } | |
| 2176 | |
| 2177 // Get identity quaternion | |
| 2178 RMAPI Quaternion QuaternionIdentity(void) | |
| 2179 { | |
| 2180 Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f }; | |
| 2181 | |
| 2182 return result; | |
| 2183 } | |
| 2184 | |
| 2185 // Computes the length of a quaternion | |
| 2186 RMAPI float QuaternionLength(Quaternion q) | |
| 2187 { | |
| 2188 float result = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); | |
| 2189 | |
| 2190 return result; | |
| 2191 } | |
| 2192 | |
| 2193 // Normalize provided quaternion | |
| 2194 RMAPI Quaternion QuaternionNormalize(Quaternion q) | |
| 2195 { | |
| 2196 Quaternion result = { 0 }; | |
| 2197 | |
| 2198 float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); | |
| 2199 if (length == 0.0f) length = 1.0f; | |
| 2200 float ilength = 1.0f/length; | |
| 2201 | |
| 2202 result.x = q.x*ilength; | |
| 2203 result.y = q.y*ilength; | |
| 2204 result.z = q.z*ilength; | |
| 2205 result.w = q.w*ilength; | |
| 2206 | |
| 2207 return result; | |
| 2208 } | |
| 2209 | |
| 2210 // Invert provided quaternion | |
| 2211 RMAPI Quaternion QuaternionInvert(Quaternion q) | |
| 2212 { | |
| 2213 Quaternion result = q; | |
| 2214 | |
| 2215 float lengthSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w; | |
| 2216 | |
| 2217 if (lengthSq != 0.0f) | |
| 2218 { | |
| 2219 float invLength = 1.0f/lengthSq; | |
| 2220 | |
| 2221 result.x *= -invLength; | |
| 2222 result.y *= -invLength; | |
| 2223 result.z *= -invLength; | |
| 2224 result.w *= invLength; | |
| 2225 } | |
| 2226 | |
| 2227 return result; | |
| 2228 } | |
| 2229 | |
| 2230 // Calculate two quaternion multiplication | |
| 2231 RMAPI Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2) | |
| 2232 { | |
| 2233 Quaternion result = { 0 }; | |
| 2234 | |
| 2235 float qax = q1.x, qay = q1.y, qaz = q1.z, qaw = q1.w; | |
| 2236 float qbx = q2.x, qby = q2.y, qbz = q2.z, qbw = q2.w; | |
| 2237 | |
| 2238 result.x = qax*qbw + qaw*qbx + qay*qbz - qaz*qby; | |
| 2239 result.y = qay*qbw + qaw*qby + qaz*qbx - qax*qbz; | |
| 2240 result.z = qaz*qbw + qaw*qbz + qax*qby - qay*qbx; | |
| 2241 result.w = qaw*qbw - qax*qbx - qay*qby - qaz*qbz; | |
| 2242 | |
| 2243 return result; | |
| 2244 } | |
| 2245 | |
| 2246 // Scale quaternion by float value | |
| 2247 RMAPI Quaternion QuaternionScale(Quaternion q, float mul) | |
| 2248 { | |
| 2249 Quaternion result = { 0 }; | |
| 2250 | |
| 2251 result.x = q.x*mul; | |
| 2252 result.y = q.y*mul; | |
| 2253 result.z = q.z*mul; | |
| 2254 result.w = q.w*mul; | |
| 2255 | |
| 2256 return result; | |
| 2257 } | |
| 2258 | |
| 2259 // Divide two quaternions | |
| 2260 RMAPI Quaternion QuaternionDivide(Quaternion q1, Quaternion q2) | |
| 2261 { | |
| 2262 Quaternion result = { q1.x/q2.x, q1.y/q2.y, q1.z/q2.z, q1.w/q2.w }; | |
| 2263 | |
| 2264 return result; | |
| 2265 } | |
| 2266 | |
| 2267 // Calculate linear interpolation between two quaternions | |
| 2268 RMAPI Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount) | |
| 2269 { | |
| 2270 Quaternion result = { 0 }; | |
| 2271 | |
| 2272 result.x = q1.x + amount*(q2.x - q1.x); | |
| 2273 result.y = q1.y + amount*(q2.y - q1.y); | |
| 2274 result.z = q1.z + amount*(q2.z - q1.z); | |
| 2275 result.w = q1.w + amount*(q2.w - q1.w); | |
| 2276 | |
| 2277 return result; | |
| 2278 } | |
| 2279 | |
| 2280 // Calculate slerp-optimized interpolation between two quaternions | |
| 2281 RMAPI Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount) | |
| 2282 { | |
| 2283 Quaternion result = { 0 }; | |
| 2284 | |
| 2285 // QuaternionLerp(q1, q2, amount) | |
| 2286 result.x = q1.x + amount*(q2.x - q1.x); | |
| 2287 result.y = q1.y + amount*(q2.y - q1.y); | |
| 2288 result.z = q1.z + amount*(q2.z - q1.z); | |
| 2289 result.w = q1.w + amount*(q2.w - q1.w); | |
| 2290 | |
| 2291 // QuaternionNormalize(q); | |
| 2292 Quaternion q = result; | |
| 2293 float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); | |
| 2294 if (length == 0.0f) length = 1.0f; | |
| 2295 float ilength = 1.0f/length; | |
| 2296 | |
| 2297 result.x = q.x*ilength; | |
| 2298 result.y = q.y*ilength; | |
| 2299 result.z = q.z*ilength; | |
| 2300 result.w = q.w*ilength; | |
| 2301 | |
| 2302 return result; | |
| 2303 } | |
| 2304 | |
| 2305 // Calculates spherical linear interpolation between two quaternions | |
| 2306 RMAPI Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount) | |
| 2307 { | |
| 2308 Quaternion result = { 0 }; | |
| 2309 | |
| 2310 #if !defined(EPSILON) | |
| 2311 #define EPSILON 0.000001f | |
| 2312 #endif | |
| 2313 | |
| 2314 float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w; | |
| 2315 | |
| 2316 if (cosHalfTheta < 0) | |
| 2317 { | |
| 2318 q2.x = -q2.x; q2.y = -q2.y; q2.z = -q2.z; q2.w = -q2.w; | |
| 2319 cosHalfTheta = -cosHalfTheta; | |
| 2320 } | |
| 2321 | |
| 2322 if (fabsf(cosHalfTheta) >= 1.0f) result = q1; | |
| 2323 else if (cosHalfTheta > 0.95f) result = QuaternionNlerp(q1, q2, amount); | |
| 2324 else | |
| 2325 { | |
| 2326 float halfTheta = acosf(cosHalfTheta); | |
| 2327 float sinHalfTheta = sqrtf(1.0f - cosHalfTheta*cosHalfTheta); | |
| 2328 | |
| 2329 if (fabsf(sinHalfTheta) < EPSILON) | |
| 2330 { | |
| 2331 result.x = (q1.x*0.5f + q2.x*0.5f); | |
| 2332 result.y = (q1.y*0.5f + q2.y*0.5f); | |
| 2333 result.z = (q1.z*0.5f + q2.z*0.5f); | |
| 2334 result.w = (q1.w*0.5f + q2.w*0.5f); | |
| 2335 } | |
| 2336 else | |
| 2337 { | |
| 2338 float ratioA = sinf((1 - amount)*halfTheta)/sinHalfTheta; | |
| 2339 float ratioB = sinf(amount*halfTheta)/sinHalfTheta; | |
| 2340 | |
| 2341 result.x = (q1.x*ratioA + q2.x*ratioB); | |
| 2342 result.y = (q1.y*ratioA + q2.y*ratioB); | |
| 2343 result.z = (q1.z*ratioA + q2.z*ratioB); | |
| 2344 result.w = (q1.w*ratioA + q2.w*ratioB); | |
| 2345 } | |
| 2346 } | |
| 2347 | |
| 2348 return result; | |
| 2349 } | |
| 2350 | |
| 2351 // Calculate quaternion cubic spline interpolation using Cubic Hermite Spline algorithm | |
| 2352 // as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic | |
| 2353 RMAPI Quaternion QuaternionCubicHermiteSpline(Quaternion q1, Quaternion outTangent1, Quaternion q2, Quaternion inTangent2, float t) | |
| 2354 { | |
| 2355 float t2 = t*t; | |
| 2356 float t3 = t2*t; | |
| 2357 float h00 = 2*t3 - 3*t2 + 1; | |
| 2358 float h10 = t3 - 2*t2 + t; | |
| 2359 float h01 = -2*t3 + 3*t2; | |
| 2360 float h11 = t3 - t2; | |
| 2361 | |
| 2362 Quaternion p0 = QuaternionScale(q1, h00); | |
| 2363 Quaternion m0 = QuaternionScale(outTangent1, h10); | |
| 2364 Quaternion p1 = QuaternionScale(q2, h01); | |
| 2365 Quaternion m1 = QuaternionScale(inTangent2, h11); | |
| 2366 | |
| 2367 Quaternion result = { 0 }; | |
| 2368 | |
| 2369 result = QuaternionAdd(p0, m0); | |
| 2370 result = QuaternionAdd(result, p1); | |
| 2371 result = QuaternionAdd(result, m1); | |
| 2372 result = QuaternionNormalize(result); | |
| 2373 | |
| 2374 return result; | |
| 2375 } | |
| 2376 | |
| 2377 // Calculate quaternion based on the rotation from one vector to another | |
| 2378 RMAPI Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to) | |
| 2379 { | |
| 2380 Quaternion result = { 0 }; | |
| 2381 | |
| 2382 float cos2Theta = (from.x*to.x + from.y*to.y + from.z*to.z); // Vector3DotProduct(from, to) | |
| 2383 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) | |
| 2384 | |
| 2385 result.x = cross.x; | |
| 2386 result.y = cross.y; | |
| 2387 result.z = cross.z; | |
| 2388 result.w = sqrtf(cross.x*cross.x + cross.y*cross.y + cross.z*cross.z + cos2Theta*cos2Theta) + cos2Theta; | |
| 2389 | |
| 2390 // QuaternionNormalize(q); | |
| 2391 // NOTE: Normalize to essentially nlerp the original and identity to 0.5 | |
| 2392 Quaternion q = result; | |
| 2393 float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); | |
| 2394 if (length == 0.0f) length = 1.0f; | |
| 2395 float ilength = 1.0f/length; | |
| 2396 | |
| 2397 result.x = q.x*ilength; | |
| 2398 result.y = q.y*ilength; | |
| 2399 result.z = q.z*ilength; | |
| 2400 result.w = q.w*ilength; | |
| 2401 | |
| 2402 return result; | |
| 2403 } | |
| 2404 | |
| 2405 // Get a quaternion for a given rotation matrix | |
| 2406 RMAPI Quaternion QuaternionFromMatrix(Matrix mat) | |
| 2407 { | |
| 2408 Quaternion result = { 0 }; | |
| 2409 | |
| 2410 float fourWSquaredMinus1 = mat.m0 + mat.m5 + mat.m10; | |
| 2411 float fourXSquaredMinus1 = mat.m0 - mat.m5 - mat.m10; | |
| 2412 float fourYSquaredMinus1 = mat.m5 - mat.m0 - mat.m10; | |
| 2413 float fourZSquaredMinus1 = mat.m10 - mat.m0 - mat.m5; | |
| 2414 | |
| 2415 int biggestIndex = 0; | |
| 2416 float fourBiggestSquaredMinus1 = fourWSquaredMinus1; | |
| 2417 if (fourXSquaredMinus1 > fourBiggestSquaredMinus1) | |
| 2418 { | |
| 2419 fourBiggestSquaredMinus1 = fourXSquaredMinus1; | |
| 2420 biggestIndex = 1; | |
| 2421 } | |
| 2422 | |
| 2423 if (fourYSquaredMinus1 > fourBiggestSquaredMinus1) | |
| 2424 { | |
| 2425 fourBiggestSquaredMinus1 = fourYSquaredMinus1; | |
| 2426 biggestIndex = 2; | |
| 2427 } | |
| 2428 | |
| 2429 if (fourZSquaredMinus1 > fourBiggestSquaredMinus1) | |
| 2430 { | |
| 2431 fourBiggestSquaredMinus1 = fourZSquaredMinus1; | |
| 2432 biggestIndex = 3; | |
| 2433 } | |
| 2434 | |
| 2435 float biggestVal = sqrtf(fourBiggestSquaredMinus1 + 1.0f)*0.5f; | |
| 2436 float mult = 0.25f/biggestVal; | |
| 2437 | |
| 2438 switch (biggestIndex) | |
| 2439 { | |
| 2440 case 0: | |
| 2441 result.w = biggestVal; | |
| 2442 result.x = (mat.m6 - mat.m9)*mult; | |
| 2443 result.y = (mat.m8 - mat.m2)*mult; | |
| 2444 result.z = (mat.m1 - mat.m4)*mult; | |
| 2445 break; | |
| 2446 case 1: | |
| 2447 result.x = biggestVal; | |
| 2448 result.w = (mat.m6 - mat.m9)*mult; | |
| 2449 result.y = (mat.m1 + mat.m4)*mult; | |
| 2450 result.z = (mat.m8 + mat.m2)*mult; | |
| 2451 break; | |
| 2452 case 2: | |
| 2453 result.y = biggestVal; | |
| 2454 result.w = (mat.m8 - mat.m2)*mult; | |
| 2455 result.x = (mat.m1 + mat.m4)*mult; | |
| 2456 result.z = (mat.m6 + mat.m9)*mult; | |
| 2457 break; | |
| 2458 case 3: | |
| 2459 result.z = biggestVal; | |
| 2460 result.w = (mat.m1 - mat.m4)*mult; | |
| 2461 result.x = (mat.m8 + mat.m2)*mult; | |
| 2462 result.y = (mat.m6 + mat.m9)*mult; | |
| 2463 break; | |
| 2464 } | |
| 2465 | |
| 2466 return result; | |
| 2467 } | |
| 2468 | |
| 2469 // Get a matrix for a given quaternion | |
| 2470 RMAPI Matrix QuaternionToMatrix(Quaternion q) | |
| 2471 { | |
| 2472 Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, | |
| 2473 0.0f, 1.0f, 0.0f, 0.0f, | |
| 2474 0.0f, 0.0f, 1.0f, 0.0f, | |
| 2475 0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity() | |
| 2476 | |
| 2477 float a2 = q.x*q.x; | |
| 2478 float b2 = q.y*q.y; | |
| 2479 float c2 = q.z*q.z; | |
| 2480 float ac = q.x*q.z; | |
| 2481 float ab = q.x*q.y; | |
| 2482 float bc = q.y*q.z; | |
| 2483 float ad = q.w*q.x; | |
| 2484 float bd = q.w*q.y; | |
| 2485 float cd = q.w*q.z; | |
| 2486 | |
| 2487 result.m0 = 1 - 2*(b2 + c2); | |
| 2488 result.m1 = 2*(ab + cd); | |
| 2489 result.m2 = 2*(ac - bd); | |
| 2490 | |
| 2491 result.m4 = 2*(ab - cd); | |
| 2492 result.m5 = 1 - 2*(a2 + c2); | |
| 2493 result.m6 = 2*(bc + ad); | |
| 2494 | |
| 2495 result.m8 = 2*(ac + bd); | |
| 2496 result.m9 = 2*(bc - ad); | |
| 2497 result.m10 = 1 - 2*(a2 + b2); | |
| 2498 | |
| 2499 return result; | |
| 2500 } | |
| 2501 | |
| 2502 // Get rotation quaternion for an angle and axis | |
| 2503 // NOTE: Angle must be provided in radians | |
| 2504 RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle) | |
| 2505 { | |
| 2506 Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f }; | |
| 2507 | |
| 2508 float length = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z); | |
| 2509 | |
| 2510 if (length != 0.0f) | |
| 2511 { | |
| 2512 angle *= 0.5f; | |
| 2513 | |
| 2514 // Vector3Normalize(axis) | |
| 2515 float ilength = 1.0f/length; | |
| 2516 axis.x *= ilength; | |
| 2517 axis.y *= ilength; | |
| 2518 axis.z *= ilength; | |
| 2519 | |
| 2520 float sinres = sinf(angle); | |
| 2521 float cosres = cosf(angle); | |
| 2522 | |
| 2523 result.x = axis.x*sinres; | |
| 2524 result.y = axis.y*sinres; | |
| 2525 result.z = axis.z*sinres; | |
| 2526 result.w = cosres; | |
| 2527 | |
| 2528 // QuaternionNormalize(q); | |
| 2529 Quaternion q = result; | |
| 2530 length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); | |
| 2531 if (length == 0.0f) length = 1.0f; | |
| 2532 ilength = 1.0f/length; | |
| 2533 result.x = q.x*ilength; | |
| 2534 result.y = q.y*ilength; | |
| 2535 result.z = q.z*ilength; | |
| 2536 result.w = q.w*ilength; | |
| 2537 } | |
| 2538 | |
| 2539 return result; | |
| 2540 } | |
| 2541 | |
| 2542 // Get the rotation angle and axis for a given quaternion | |
| 2543 RMAPI void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle) | |
| 2544 { | |
| 2545 if (fabsf(q.w) > 1.0f) | |
| 2546 { | |
| 2547 // QuaternionNormalize(q); | |
| 2548 float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); | |
| 2549 if (length == 0.0f) length = 1.0f; | |
| 2550 float ilength = 1.0f/length; | |
| 2551 | |
| 2552 q.x = q.x*ilength; | |
| 2553 q.y = q.y*ilength; | |
| 2554 q.z = q.z*ilength; | |
| 2555 q.w = q.w*ilength; | |
| 2556 } | |
| 2557 | |
| 2558 Vector3 resAxis = { 0.0f, 0.0f, 0.0f }; | |
| 2559 float resAngle = 2.0f*acosf(q.w); | |
| 2560 float den = sqrtf(1.0f - q.w*q.w); | |
| 2561 | |
| 2562 if (den > EPSILON) | |
| 2563 { | |
| 2564 resAxis.x = q.x/den; | |
| 2565 resAxis.y = q.y/den; | |
| 2566 resAxis.z = q.z/den; | |
| 2567 } | |
| 2568 else | |
| 2569 { | |
| 2570 // This occurs when the angle is zero | |
| 2571 // Not a problem, set an arbitrary normalized axis | |
| 2572 resAxis.x = 1.0f; | |
| 2573 } | |
| 2574 | |
| 2575 *outAxis = resAxis; | |
| 2576 *outAngle = resAngle; | |
| 2577 } | |
| 2578 | |
| 2579 // Get the quaternion equivalent to Euler angles | |
| 2580 // NOTE: Rotation order is ZYX | |
| 2581 RMAPI Quaternion QuaternionFromEuler(float pitch, float yaw, float roll) | |
| 2582 { | |
| 2583 Quaternion result = { 0 }; | |
| 2584 | |
| 2585 float x0 = cosf(pitch*0.5f); | |
| 2586 float x1 = sinf(pitch*0.5f); | |
| 2587 float y0 = cosf(yaw*0.5f); | |
| 2588 float y1 = sinf(yaw*0.5f); | |
| 2589 float z0 = cosf(roll*0.5f); | |
| 2590 float z1 = sinf(roll*0.5f); | |
| 2591 | |
| 2592 result.x = x1*y0*z0 - x0*y1*z1; | |
| 2593 result.y = x0*y1*z0 + x1*y0*z1; | |
| 2594 result.z = x0*y0*z1 - x1*y1*z0; | |
| 2595 result.w = x0*y0*z0 + x1*y1*z1; | |
| 2596 | |
| 2597 return result; | |
| 2598 } | |
| 2599 | |
| 2600 // Get the Euler angles equivalent to quaternion (roll, pitch, yaw) | |
| 2601 // NOTE: Angles are returned in a Vector3 struct in radians | |
| 2602 RMAPI Vector3 QuaternionToEuler(Quaternion q) | |
| 2603 { | |
| 2604 Vector3 result = { 0 }; | |
| 2605 | |
| 2606 // Roll (x-axis rotation) | |
| 2607 float x0 = 2.0f*(q.w*q.x + q.y*q.z); | |
| 2608 float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y); | |
| 2609 result.x = atan2f(x0, x1); | |
| 2610 | |
| 2611 // Pitch (y-axis rotation) | |
| 2612 float y0 = 2.0f*(q.w*q.y - q.z*q.x); | |
| 2613 y0 = y0 > 1.0f ? 1.0f : y0; | |
| 2614 y0 = y0 < -1.0f ? -1.0f : y0; | |
| 2615 result.y = asinf(y0); | |
| 2616 | |
| 2617 // Yaw (z-axis rotation) | |
| 2618 float z0 = 2.0f*(q.w*q.z + q.x*q.y); | |
| 2619 float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z); | |
| 2620 result.z = atan2f(z0, z1); | |
| 2621 | |
| 2622 return result; | |
| 2623 } | |
| 2624 | |
| 2625 // Transform a quaternion given a transformation matrix | |
| 2626 RMAPI Quaternion QuaternionTransform(Quaternion q, Matrix mat) | |
| 2627 { | |
| 2628 Quaternion result = { 0 }; | |
| 2629 | |
| 2630 result.x = mat.m0*q.x + mat.m4*q.y + mat.m8*q.z + mat.m12*q.w; | |
| 2631 result.y = mat.m1*q.x + mat.m5*q.y + mat.m9*q.z + mat.m13*q.w; | |
| 2632 result.z = mat.m2*q.x + mat.m6*q.y + mat.m10*q.z + mat.m14*q.w; | |
| 2633 result.w = mat.m3*q.x + mat.m7*q.y + mat.m11*q.z + mat.m15*q.w; | |
| 2634 | |
| 2635 return result; | |
| 2636 } | |
| 2637 | |
| 2638 // Check whether two given quaternions are almost equal | |
| 2639 RMAPI int QuaternionEquals(Quaternion p, Quaternion q) | |
| 2640 { | |
| 2641 #if !defined(EPSILON) | |
| 2642 #define EPSILON 0.000001f | |
| 2643 #endif | |
| 2644 | |
| 2645 int result = (((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) && | |
| 2646 ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) && | |
| 2647 ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) && | |
| 2648 ((fabsf(p.w - q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w)))))) || | |
| 2649 (((fabsf(p.x + q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) && | |
| 2650 ((fabsf(p.y + q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) && | |
| 2651 ((fabsf(p.z + q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) && | |
| 2652 ((fabsf(p.w + q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w)))))); | |
| 2653 | |
| 2654 return result; | |
| 2655 } | |
| 2656 | |
| 2657 // Compose a transformation matrix from rotational, translational and scaling components | |
| 2658 // TODO: This function is not following raymath conventions defined in header: NOT self-contained | |
| 2659 RMAPI Matrix MatrixCompose(Vector3 translation, Quaternion rotation, Vector3 scale) | |
| 2660 { | |
| 2661 // Initialize vectors | |
| 2662 Vector3 right = { 1.0f, 0.0f, 0.0f }; | |
| 2663 Vector3 up = { 0.0f, 1.0f, 0.0f }; | |
| 2664 Vector3 forward = { 0.0f, 0.0f, 1.0f }; | |
| 2665 | |
| 2666 // Scale vectors | |
| 2667 right = Vector3Scale(right, scale.x); | |
| 2668 up = Vector3Scale(up, scale.y); | |
| 2669 forward = Vector3Scale(forward , scale.z); | |
| 2670 | |
| 2671 // Rotate vectors | |
| 2672 right = Vector3RotateByQuaternion(right, rotation); | |
| 2673 up = Vector3RotateByQuaternion(up, rotation); | |
| 2674 forward = Vector3RotateByQuaternion(forward, rotation); | |
| 2675 | |
| 2676 // Set result matrix output | |
| 2677 Matrix result = { | |
| 2678 right.x, up.x, forward.x, translation.x, | |
| 2679 right.y, up.y, forward.y, translation.y, | |
| 2680 right.z, up.z, forward.z, translation.z, | |
| 2681 0.0f, 0.0f, 0.0f, 1.0f | |
| 2682 }; | |
| 2683 | |
| 2684 return result; | |
| 2685 } | |
| 2686 | |
| 2687 // Decompose a transformation matrix into its rotational, translational and scaling components and remove shear | |
| 2688 // TODO: This function is not following raymath conventions defined in header: NOT self-contained | |
| 2689 RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotation, Vector3 *scale) | |
| 2690 { | |
| 2691 float eps = (float)1e-9; | |
| 2692 | |
| 2693 // Extract Translation | |
| 2694 translation->x = mat.m12; | |
| 2695 translation->y = mat.m13; | |
| 2696 translation->z = mat.m14; | |
| 2697 | |
| 2698 // Matrix Columns - Rotation will be extracted into here | |
| 2699 Vector3 matColumns[3] = {{ mat.m0, mat.m4, mat.m8 }, | |
| 2700 { mat.m1, mat.m5, mat.m9 }, | |
| 2701 { mat.m2, mat.m6, mat.m10 }}; | |
| 2702 | |
| 2703 // Shear Parameters XY, XZ, and YZ (extract and ignored) | |
| 2704 float shear[3] = { 0 }; | |
| 2705 | |
| 2706 // Normalized Scale Parameters | |
| 2707 Vector3 scl = { 0 }; | |
| 2708 | |
| 2709 // Max-Normalizing helps numerical stability | |
| 2710 float stabilizer = eps; | |
| 2711 for (int i = 0; i < 3; i++) | |
| 2712 { | |
| 2713 stabilizer = fmaxf(stabilizer, fabsf(matColumns[i].x)); | |
| 2714 stabilizer = fmaxf(stabilizer, fabsf(matColumns[i].y)); | |
| 2715 stabilizer = fmaxf(stabilizer, fabsf(matColumns[i].z)); | |
| 2716 } | |
| 2717 matColumns[0] = Vector3Scale(matColumns[0], 1.0f / stabilizer); | |
| 2718 matColumns[1] = Vector3Scale(matColumns[1], 1.0f / stabilizer); | |
| 2719 matColumns[2] = Vector3Scale(matColumns[2], 1.0f / stabilizer); | |
| 2720 | |
| 2721 // X Scale | |
| 2722 scl.x = Vector3Length(matColumns[0]); | |
| 2723 if (scl.x > eps) matColumns[0] = Vector3Scale(matColumns[0], 1.0f / scl.x); | |
| 2724 | |
| 2725 // Compute XY shear and make col2 orthogonal | |
| 2726 shear[0] = Vector3DotProduct(matColumns[0], matColumns[1]); | |
| 2727 matColumns[1] = Vector3Subtract(matColumns[1], Vector3Scale(matColumns[0], shear[0])); | |
| 2728 | |
| 2729 // Y Scale | |
| 2730 scl.y = Vector3Length(matColumns[1]); | |
| 2731 if (scl.y > eps) | |
| 2732 { | |
| 2733 matColumns[1] = Vector3Scale(matColumns[1], 1.0f / scl.y); | |
| 2734 shear[0] /= scl.y; // Correct XY shear | |
| 2735 } | |
| 2736 | |
| 2737 // Compute XZ and YZ shears and make col3 orthogonal | |
| 2738 shear[1] = Vector3DotProduct(matColumns[0], matColumns[2]); | |
| 2739 matColumns[2] = Vector3Subtract(matColumns[2], Vector3Scale(matColumns[0], shear[1])); | |
| 2740 shear[2] = Vector3DotProduct(matColumns[1], matColumns[2]); | |
| 2741 matColumns[2] = Vector3Subtract(matColumns[2], Vector3Scale(matColumns[1], shear[2])); | |
| 2742 | |
| 2743 // Z Scale | |
| 2744 scl.z = Vector3Length(matColumns[2]); | |
| 2745 if (scl.z > eps) | |
| 2746 { | |
| 2747 matColumns[2] = Vector3Scale(matColumns[2], 1.0f / scl.z); | |
| 2748 shear[1] /= scl.z; // Correct XZ shear | |
| 2749 shear[2] /= scl.z; // Correct YZ shear | |
| 2750 } | |
| 2751 | |
| 2752 // matColumns are now orthonormal in O(3). Now ensure its in SO(3) by enforcing det = 1 | |
| 2753 if (Vector3DotProduct(matColumns[0], Vector3CrossProduct(matColumns[1], matColumns[2])) < 0) | |
| 2754 { | |
| 2755 scl = Vector3Negate(scl); | |
| 2756 matColumns[0] = Vector3Negate(matColumns[0]); | |
| 2757 matColumns[1] = Vector3Negate(matColumns[1]); | |
| 2758 matColumns[2] = Vector3Negate(matColumns[2]); | |
| 2759 } | |
| 2760 | |
| 2761 // Set Scale | |
| 2762 *scale = Vector3Scale(scl, stabilizer); | |
| 2763 | |
| 2764 // Extract Rotation | |
| 2765 Matrix rotationMatrix = { matColumns[0].x, matColumns[0].y, matColumns[0].z, 0, | |
| 2766 matColumns[1].x, matColumns[1].y, matColumns[1].z, 0, | |
| 2767 matColumns[2].x, matColumns[2].y, matColumns[2].z, 0, | |
| 2768 0, 0, 0, 1 }; | |
| 2769 *rotation = QuaternionFromMatrix(rotationMatrix); | |
| 2770 } | |
| 2771 | |
| 2772 #if defined(__cplusplus) && !defined(RAYMATH_DISABLE_CPP_OPERATORS) | |
| 2773 | |
| 2774 // Optional C++ math operators | |
| 2775 //------------------------------------------------------------------------------- | |
| 2776 | |
| 2777 // Vector2 operators | |
| 2778 static constexpr Vector2 Vector2Zeros = { 0, 0 }; | |
| 2779 static constexpr Vector2 Vector2Ones = { 1, 1 }; | |
| 2780 static constexpr Vector2 Vector2UnitX = { 1, 0 }; | |
| 2781 static constexpr Vector2 Vector2UnitY = { 0, 1 }; | |
| 2782 | |
| 2783 inline Vector2 operator + (const Vector2& lhs, const Vector2& rhs) | |
| 2784 { | |
| 2785 return Vector2Add(lhs, rhs); | |
| 2786 } | |
| 2787 | |
| 2788 inline const Vector2& operator += (Vector2& lhs, const Vector2& rhs) | |
| 2789 { | |
| 2790 lhs = Vector2Add(lhs, rhs); | |
| 2791 return lhs; | |
| 2792 } | |
| 2793 | |
| 2794 inline Vector2 operator - (const Vector2& lhs, const Vector2& rhs) | |
| 2795 { | |
| 2796 return Vector2Subtract(lhs, rhs); | |
| 2797 } | |
| 2798 | |
| 2799 inline const Vector2& operator -= (Vector2& lhs, const Vector2& rhs) | |
| 2800 { | |
| 2801 lhs = Vector2Subtract(lhs, rhs); | |
| 2802 return lhs; | |
| 2803 } | |
| 2804 | |
| 2805 inline Vector2 operator * (const Vector2& lhs, const float& rhs) | |
| 2806 { | |
| 2807 return Vector2Scale(lhs, rhs); | |
| 2808 } | |
| 2809 | |
| 2810 inline const Vector2& operator *= (Vector2& lhs, const float& rhs) | |
| 2811 { | |
| 2812 lhs = Vector2Scale(lhs, rhs); | |
| 2813 return lhs; | |
| 2814 } | |
| 2815 | |
| 2816 inline Vector2 operator * (const Vector2& lhs, const Vector2& rhs) | |
| 2817 { | |
| 2818 return Vector2Multiply(lhs, rhs); | |
| 2819 } | |
| 2820 | |
| 2821 inline const Vector2& operator *= (Vector2& lhs, const Vector2& rhs) | |
| 2822 { | |
| 2823 lhs = Vector2Multiply(lhs, rhs); | |
| 2824 return lhs; | |
| 2825 } | |
| 2826 | |
| 2827 inline Vector2 operator * (const Vector2& lhs, const Matrix& rhs) | |
| 2828 { | |
| 2829 return Vector2Transform(lhs, rhs); | |
| 2830 } | |
| 2831 | |
| 2832 inline const Vector2& operator *= (Vector2& lhs, const Matrix& rhs) | |
| 2833 { | |
| 2834 lhs = Vector2Transform(lhs, rhs); | |
| 2835 return lhs; | |
| 2836 } | |
| 2837 | |
| 2838 inline Vector2 operator / (const Vector2& lhs, const float& rhs) | |
| 2839 { | |
| 2840 return Vector2Scale(lhs, 1.0f/rhs); | |
| 2841 } | |
| 2842 | |
| 2843 inline const Vector2& operator /= (Vector2& lhs, const float& rhs) | |
| 2844 { | |
| 2845 lhs = Vector2Scale(lhs, 1.0f/rhs); | |
| 2846 return lhs; | |
| 2847 } | |
| 2848 | |
| 2849 inline Vector2 operator / (const Vector2& lhs, const Vector2& rhs) | |
| 2850 { | |
| 2851 return Vector2Divide(lhs, rhs); | |
| 2852 } | |
| 2853 | |
| 2854 inline const Vector2& operator /= (Vector2& lhs, const Vector2& rhs) | |
| 2855 { | |
| 2856 lhs = Vector2Divide(lhs, rhs); | |
| 2857 return lhs; | |
| 2858 } | |
| 2859 | |
| 2860 inline bool operator == (const Vector2& lhs, const Vector2& rhs) | |
| 2861 { | |
| 2862 return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y); | |
| 2863 } | |
| 2864 | |
| 2865 inline bool operator != (const Vector2& lhs, const Vector2& rhs) | |
| 2866 { | |
| 2867 return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y); | |
| 2868 } | |
| 2869 | |
| 2870 // Vector3 operators | |
| 2871 static constexpr Vector3 Vector3Zeros = { 0, 0, 0 }; | |
| 2872 static constexpr Vector3 Vector3Ones = { 1, 1, 1 }; | |
| 2873 static constexpr Vector3 Vector3UnitX = { 1, 0, 0 }; | |
| 2874 static constexpr Vector3 Vector3UnitY = { 0, 1, 0 }; | |
| 2875 static constexpr Vector3 Vector3UnitZ = { 0, 0, 1 }; | |
| 2876 | |
| 2877 inline Vector3 operator + (const Vector3& lhs, const Vector3& rhs) | |
| 2878 { | |
| 2879 return Vector3Add(lhs, rhs); | |
| 2880 } | |
| 2881 | |
| 2882 inline const Vector3& operator += (Vector3& lhs, const Vector3& rhs) | |
| 2883 { | |
| 2884 lhs = Vector3Add(lhs, rhs); | |
| 2885 return lhs; | |
| 2886 } | |
| 2887 | |
| 2888 inline Vector3 operator - (const Vector3& lhs, const Vector3& rhs) | |
| 2889 { | |
| 2890 return Vector3Subtract(lhs, rhs); | |
| 2891 } | |
| 2892 | |
| 2893 inline const Vector3& operator -= (Vector3& lhs, const Vector3& rhs) | |
| 2894 { | |
| 2895 lhs = Vector3Subtract(lhs, rhs); | |
| 2896 return lhs; | |
| 2897 } | |
| 2898 | |
| 2899 inline Vector3 operator * (const Vector3& lhs, const float& rhs) | |
| 2900 { | |
| 2901 return Vector3Scale(lhs, rhs); | |
| 2902 } | |
| 2903 | |
| 2904 inline const Vector3& operator *= (Vector3& lhs, const float& rhs) | |
| 2905 { | |
| 2906 lhs = Vector3Scale(lhs, rhs); | |
| 2907 return lhs; | |
| 2908 } | |
| 2909 | |
| 2910 inline Vector3 operator * (const Vector3& lhs, const Vector3& rhs) | |
| 2911 { | |
| 2912 return Vector3Multiply(lhs, rhs); | |
| 2913 } | |
| 2914 | |
| 2915 inline const Vector3& operator *= (Vector3& lhs, const Vector3& rhs) | |
| 2916 { | |
| 2917 lhs = Vector3Multiply(lhs, rhs); | |
| 2918 return lhs; | |
| 2919 } | |
| 2920 | |
| 2921 inline Vector3 operator * (const Vector3& lhs, const Matrix& rhs) | |
| 2922 { | |
| 2923 return Vector3Transform(lhs, rhs); | |
| 2924 } | |
| 2925 | |
| 2926 inline const Vector3& operator *= (Vector3& lhs, const Matrix& rhs) | |
| 2927 { | |
| 2928 lhs = Vector3Transform(lhs, rhs); | |
| 2929 return lhs; | |
| 2930 } | |
| 2931 | |
| 2932 inline Vector3 operator / (const Vector3& lhs, const float& rhs) | |
| 2933 { | |
| 2934 return Vector3Scale(lhs, 1.0f/rhs); | |
| 2935 } | |
| 2936 | |
| 2937 inline const Vector3& operator /= (Vector3& lhs, const float& rhs) | |
| 2938 { | |
| 2939 lhs = Vector3Scale(lhs, 1.0f/rhs); | |
| 2940 return lhs; | |
| 2941 } | |
| 2942 | |
| 2943 inline Vector3 operator / (const Vector3& lhs, const Vector3& rhs) | |
| 2944 { | |
| 2945 return Vector3Divide(lhs, rhs); | |
| 2946 } | |
| 2947 | |
| 2948 inline const Vector3& operator /= (Vector3& lhs, const Vector3& rhs) | |
| 2949 { | |
| 2950 lhs = Vector3Divide(lhs, rhs); | |
| 2951 return lhs; | |
| 2952 } | |
| 2953 | |
| 2954 inline bool operator == (const Vector3& lhs, const Vector3& rhs) | |
| 2955 { | |
| 2956 return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z); | |
| 2957 } | |
| 2958 | |
| 2959 inline bool operator != (const Vector3& lhs, const Vector3& rhs) | |
| 2960 { | |
| 2961 return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z); | |
| 2962 } | |
| 2963 | |
| 2964 // Vector4 operators | |
| 2965 static constexpr Vector4 Vector4Zeros = { 0, 0, 0, 0 }; | |
| 2966 static constexpr Vector4 Vector4Ones = { 1, 1, 1, 1 }; | |
| 2967 static constexpr Vector4 Vector4UnitX = { 1, 0, 0, 0 }; | |
| 2968 static constexpr Vector4 Vector4UnitY = { 0, 1, 0, 0 }; | |
| 2969 static constexpr Vector4 Vector4UnitZ = { 0, 0, 1, 0 }; | |
| 2970 static constexpr Vector4 Vector4UnitW = { 0, 0, 0, 1 }; | |
| 2971 | |
| 2972 inline Vector4 operator + (const Vector4& lhs, const Vector4& rhs) | |
| 2973 { | |
| 2974 return Vector4Add(lhs, rhs); | |
| 2975 } | |
| 2976 | |
| 2977 inline const Vector4& operator += (Vector4& lhs, const Vector4& rhs) | |
| 2978 { | |
| 2979 lhs = Vector4Add(lhs, rhs); | |
| 2980 return lhs; | |
| 2981 } | |
| 2982 | |
| 2983 inline Vector4 operator - (const Vector4& lhs, const Vector4& rhs) | |
| 2984 { | |
| 2985 return Vector4Subtract(lhs, rhs); | |
| 2986 } | |
| 2987 | |
| 2988 inline const Vector4& operator -= (Vector4& lhs, const Vector4& rhs) | |
| 2989 { | |
| 2990 lhs = Vector4Subtract(lhs, rhs); | |
| 2991 return lhs; | |
| 2992 } | |
| 2993 | |
| 2994 inline Vector4 operator * (const Vector4& lhs, const float& rhs) | |
| 2995 { | |
| 2996 return Vector4Scale(lhs, rhs); | |
| 2997 } | |
| 2998 | |
| 2999 inline const Vector4& operator *= (Vector4& lhs, const float& rhs) | |
| 3000 { | |
| 3001 lhs = Vector4Scale(lhs, rhs); | |
| 3002 return lhs; | |
| 3003 } | |
| 3004 | |
| 3005 inline Vector4 operator * (const Vector4& lhs, const Vector4& rhs) | |
| 3006 { | |
| 3007 return Vector4Multiply(lhs, rhs); | |
| 3008 } | |
| 3009 | |
| 3010 inline const Vector4& operator *= (Vector4& lhs, const Vector4& rhs) | |
| 3011 { | |
| 3012 lhs = Vector4Multiply(lhs, rhs); | |
| 3013 return lhs; | |
| 3014 } | |
| 3015 | |
| 3016 inline Vector4 operator / (const Vector4& lhs, const float& rhs) | |
| 3017 { | |
| 3018 return Vector4Scale(lhs, 1.0f/rhs); | |
| 3019 } | |
| 3020 | |
| 3021 inline const Vector4& operator /= (Vector4& lhs, const float& rhs) | |
| 3022 { | |
| 3023 lhs = Vector4Scale(lhs, 1.0f/rhs); | |
| 3024 return lhs; | |
| 3025 } | |
| 3026 | |
| 3027 inline Vector4 operator / (const Vector4& lhs, const Vector4& rhs) | |
| 3028 { | |
| 3029 return Vector4Divide(lhs, rhs); | |
| 3030 } | |
| 3031 | |
| 3032 inline const Vector4& operator /= (Vector4& lhs, const Vector4& rhs) | |
| 3033 { | |
| 3034 lhs = Vector4Divide(lhs, rhs); | |
| 3035 return lhs; | |
| 3036 } | |
| 3037 | |
| 3038 inline bool operator == (const Vector4& lhs, const Vector4& rhs) | |
| 3039 { | |
| 3040 return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z) && FloatEquals(lhs.w, rhs.w); | |
| 3041 } | |
| 3042 | |
| 3043 inline bool operator != (const Vector4& lhs, const Vector4& rhs) | |
| 3044 { | |
| 3045 return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z) || !FloatEquals(lhs.w, rhs.w); | |
| 3046 } | |
| 3047 | |
| 3048 // Quaternion operators | |
| 3049 static constexpr Quaternion QuaternionZeros = { 0, 0, 0, 0 }; | |
| 3050 static constexpr Quaternion QuaternionOnes = { 1, 1, 1, 1 }; | |
| 3051 static constexpr Quaternion QuaternionUnitX = { 0, 0, 0, 1 }; | |
| 3052 | |
| 3053 inline Quaternion operator + (const Quaternion& lhs, const float& rhs) | |
| 3054 { | |
| 3055 return QuaternionAddValue(lhs, rhs); | |
| 3056 } | |
| 3057 | |
| 3058 inline const Quaternion& operator += (Quaternion& lhs, const float& rhs) | |
| 3059 { | |
| 3060 lhs = QuaternionAddValue(lhs, rhs); | |
| 3061 return lhs; | |
| 3062 } | |
| 3063 | |
| 3064 inline Quaternion operator - (const Quaternion& lhs, const float& rhs) | |
| 3065 { | |
| 3066 return QuaternionSubtractValue(lhs, rhs); | |
| 3067 } | |
| 3068 | |
| 3069 inline const Quaternion& operator -= (Quaternion& lhs, const float& rhs) | |
| 3070 { | |
| 3071 lhs = QuaternionSubtractValue(lhs, rhs); | |
| 3072 return lhs; | |
| 3073 } | |
| 3074 | |
| 3075 inline Quaternion operator * (const Quaternion& lhs, const Matrix& rhs) | |
| 3076 { | |
| 3077 return QuaternionTransform(lhs, rhs); | |
| 3078 } | |
| 3079 | |
| 3080 inline const Quaternion& operator *= (Quaternion& lhs, const Matrix& rhs) | |
| 3081 { | |
| 3082 lhs = QuaternionTransform(lhs, rhs); | |
| 3083 return lhs; | |
| 3084 } | |
| 3085 | |
| 3086 // Matrix operators | |
| 3087 static constexpr Matrix MatrixUnit = { 1, 0, 0, 0, | |
| 3088 0, 1, 0, 0, | |
| 3089 0, 0, 1, 0, | |
| 3090 0, 0, 0, 1 }; | |
| 3091 | |
| 3092 inline Matrix operator + (const Matrix& lhs, const Matrix& rhs) | |
| 3093 { | |
| 3094 return MatrixAdd(lhs, rhs); | |
| 3095 } | |
| 3096 | |
| 3097 inline const Matrix& operator += (Matrix& lhs, const Matrix& rhs) | |
| 3098 { | |
| 3099 lhs = MatrixAdd(lhs, rhs); | |
| 3100 return lhs; | |
| 3101 } | |
| 3102 | |
| 3103 inline Matrix operator - (const Matrix& lhs, const Matrix& rhs) | |
| 3104 { | |
| 3105 return MatrixSubtract(lhs, rhs); | |
| 3106 } | |
| 3107 | |
| 3108 inline const Matrix& operator -= (Matrix& lhs, const Matrix& rhs) | |
| 3109 { | |
| 3110 lhs = MatrixSubtract(lhs, rhs); | |
| 3111 return lhs; | |
| 3112 } | |
| 3113 | |
| 3114 inline Matrix operator * (const Matrix& lhs, const Matrix& rhs) | |
| 3115 { | |
| 3116 return MatrixMultiply(lhs, rhs); | |
| 3117 } | |
| 3118 | |
| 3119 inline const Matrix& operator *= (Matrix& lhs, const Matrix& rhs) | |
| 3120 { | |
| 3121 lhs = MatrixMultiply(lhs, rhs); | |
| 3122 return lhs; | |
| 3123 } | |
| 3124 | |
| 3125 inline Matrix operator * (const Matrix& lhs, const float value) | |
| 3126 { | |
| 3127 return MatrixMultiplyValue(lhs, value); | |
| 3128 } | |
| 3129 | |
| 3130 inline const Matrix& operator *= (Matrix& lhs, const float value) | |
| 3131 { | |
| 3132 lhs = MatrixMultiplyValue(lhs, value); | |
| 3133 return lhs; | |
| 3134 } | |
| 3135 | |
| 3136 //------------------------------------------------------------------------------- | |
| 3137 #endif // C++ operators | |
| 3138 | |
| 3139 #endif // RAYMATH_H |