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| author | raysan5 <raysan5@gmail.com> | 2016-07-16 19:52:32 +0200 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2016-07-16 19:52:32 +0200 |
| commit | 0ba349bdf219fb7789ee90b72c5d6b92be6340cf (patch) | |
| tree | 0fdf1242a5a031def32ca8a37724e4172bc191af /examples/oculus_glfw_sample/raymath.h | |
| parent | 35bda8980f632203f98122b3f9da3d1d984f35c5 (diff) | |
| download | raylib-0ba349bdf219fb7789ee90b72c5d6b92be6340cf.tar.gz raylib-0ba349bdf219fb7789ee90b72c5d6b92be6340cf.zip | |
Removed oculus glfw sample (already on raylib)
Replaced by example rlgl_oculus_rift
Diffstat (limited to 'examples/oculus_glfw_sample/raymath.h')
| -rw-r--r-- | examples/oculus_glfw_sample/raymath.h | 1129 |
1 files changed, 0 insertions, 1129 deletions
diff --git a/examples/oculus_glfw_sample/raymath.h b/examples/oculus_glfw_sample/raymath.h deleted file mode 100644 index 10eabb6b..00000000 --- a/examples/oculus_glfw_sample/raymath.h +++ /dev/null @@ -1,1129 +0,0 @@ -/********************************************************************************************** -* -* raymath (header only file) -* -* Some useful functions to work with Vector3, Matrix and Quaternions -* -* You must: -* #define RAYMATH_IMPLEMENTATION -* before you include this file in *only one* C or C++ file to create the implementation. -* -* Example: -* #define RAYMATH_IMPLEMENTATION -* #include "raymath.h" -* -* You can also use: -* #define RAYMATH_EXTERN_INLINE // Inlines all functions code, so it runs faster. -* // This requires lots of memory on system. -* #define RAYMATH_STANDALONE // Not dependent on raylib.h structs: Vector3, Matrix. -* -* -* Copyright (c) 2015 Ramon Santamaria (@raysan5) -* -* This software is provided "as-is", without any express or implied warranty. In no event -* will the authors be held liable for any damages arising from the use of this software. -* -* Permission is granted to anyone to use this software for any purpose, including commercial -* applications, and to alter it and redistribute it freely, subject to the following restrictions: -* -* 1. The origin of this software must not be misrepresented; you must not claim that you -* wrote the original software. If you use this software in a product, an acknowledgment -* in the product documentation would be appreciated but is not required. -* -* 2. Altered source versions must be plainly marked as such, and must not be misrepresented -* as being the original software. -* -* 3. This notice may not be removed or altered from any source distribution. -* -**********************************************************************************************/ - -#ifndef RAYMATH_H -#define RAYMATH_H - -//#define RAYMATH_STANDALONE // NOTE: To use raymath as standalone lib, just uncomment this line -//#define RAYMATH_EXTERN_INLINE // NOTE: To compile functions as static inline, uncomment this line - -#ifndef RAYMATH_STANDALONE - #include "raylib.h" // Required for structs: Vector3, Matrix -#endif - -#ifdef __cplusplus - #define RMEXTERN extern "C" // Functions visible from other files (no name mangling of functions in C++) -#else - #define RMEXTERN extern // Functions visible from other files -#endif - -#if defined(RAYMATH_EXTERN_INLINE) - #define RMDEF RMEXTERN inline // Functions are embeded inline (compiler generated code) -#else - #define RMDEF RMEXTERN -#endif - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -#ifndef PI - #define PI 3.14159265358979323846 -#endif - -#ifndef DEG2RAD - #define DEG2RAD (PI/180.0f) -#endif - -#ifndef RAD2DEG - #define RAD2DEG (180.0f/PI) -#endif - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- - -#if defined(RAYMATH_STANDALONE) - // Vector2 type - typedef struct Vector2 { - float x; - float y; - } Vector2; - - // Vector3 type - typedef struct Vector3 { - float x; - float y; - float z; - } Vector3; - - // Matrix type (OpenGL style 4x4 - right handed, column major) - typedef struct Matrix { - float m0, m4, m8, m12; - float m1, m5, m9, m13; - float m2, m6, m10, m14; - float m3, m7, m11, m15; - } Matrix; -#endif - -// Quaternion type -typedef struct Quaternion { - float x; - float y; - float z; - float w; -} Quaternion; - -#ifndef RAYMATH_EXTERN_INLINE - -//------------------------------------------------------------------------------------ -// Functions Declaration to work with Vector3 -//------------------------------------------------------------------------------------ -RMDEF Vector3 VectorAdd(Vector3 v1, Vector3 v2); // Add two vectors -RMDEF Vector3 VectorSubtract(Vector3 v1, Vector3 v2); // Substract two vectors -RMDEF Vector3 VectorCrossProduct(Vector3 v1, Vector3 v2); // Calculate two vectors cross product -RMDEF Vector3 VectorPerpendicular(Vector3 v); // Calculate one vector perpendicular vector -RMDEF float VectorDotProduct(Vector3 v1, Vector3 v2); // Calculate two vectors dot product -RMDEF float VectorLength(const Vector3 v); // Calculate vector lenght -RMDEF void VectorScale(Vector3 *v, float scale); // Scale provided vector -RMDEF void VectorNegate(Vector3 *v); // Negate provided vector (invert direction) -RMDEF void VectorNormalize(Vector3 *v); // Normalize provided vector -RMDEF float VectorDistance(Vector3 v1, Vector3 v2); // Calculate distance between two points -RMDEF Vector3 VectorLerp(Vector3 v1, Vector3 v2, float amount); // Calculate linear interpolation between two vectors -RMDEF Vector3 VectorReflect(Vector3 vector, Vector3 normal); // Calculate reflected vector to normal -RMDEF void VectorTransform(Vector3 *v, Matrix mat); // Transforms a Vector3 by a given Matrix -RMDEF Vector3 VectorZero(void); // Return a Vector3 init to zero -RMDEF Vector3 VectorMin(Vector3 vec1, Vector3 vec2); // Return min value for each pair of components -RMDEF Vector3 VectorMax(Vector3 vec1, Vector3 vec2); // Return max value for each pair of components - -//------------------------------------------------------------------------------------ -// Functions Declaration to work with Matrix -//------------------------------------------------------------------------------------ -RMDEF float MatrixDeterminant(Matrix mat); // Compute matrix determinant -RMDEF float MatrixTrace(Matrix mat); // Returns the trace of the matrix (sum of the values along the diagonal) -RMDEF void MatrixTranspose(Matrix *mat); // Transposes provided matrix -RMDEF void MatrixInvert(Matrix *mat); // Invert provided matrix -RMDEF void MatrixNormalize(Matrix *mat); // Normalize provided matrix -RMDEF Matrix MatrixIdentity(void); // Returns identity matrix -RMDEF Matrix MatrixAdd(Matrix left, Matrix right); // Add two matrices -RMDEF Matrix MatrixSubstract(Matrix left, Matrix right); // Substract two matrices (left - right) -RMDEF Matrix MatrixTranslate(float x, float y, float z); // Returns translation matrix -RMDEF Matrix MatrixRotate(Vector3 axis, float angle); // Returns rotation matrix for an angle around an specified axis (angle in radians) -RMDEF Matrix MatrixRotateX(float angle); // Returns x-rotation matrix (angle in radians) -RMDEF Matrix MatrixRotateY(float angle); // Returns y-rotation matrix (angle in radians) -RMDEF Matrix MatrixRotateZ(float angle); // Returns z-rotation matrix (angle in radians) -RMDEF Matrix MatrixScale(float x, float y, float z); // Returns scaling matrix -RMDEF Matrix MatrixMultiply(Matrix left, Matrix right); // Returns two matrix multiplication -RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far); // Returns perspective projection matrix -RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far); // Returns perspective projection matrix -RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far); // Returns orthographic projection matrix -RMDEF Matrix MatrixLookAt(Vector3 position, Vector3 target, Vector3 up); // Returns camera look-at matrix (view matrix) - -//------------------------------------------------------------------------------------ -// Functions Declaration to work with Quaternions -//------------------------------------------------------------------------------------ -RMDEF float QuaternionLength(Quaternion quat); // Compute the length of a quaternion -RMDEF void QuaternionNormalize(Quaternion *q); // Normalize provided quaternion -RMDEF void QuaternionInvert(Quaternion *quat); // Invert provided quaternion -RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2); // Calculate two quaternion multiplication -RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float slerp); // Calculates spherical linear interpolation between two quaternions -RMDEF Quaternion QuaternionFromMatrix(Matrix matrix); // Returns a quaternion for a given rotation matrix -RMDEF Matrix QuaternionToMatrix(Quaternion q); // Returns a matrix for a given quaternion -RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle); // Returns rotation quaternion for an angle and axis -RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle); // Returns the rotation angle and axis for a given quaternion -RMDEF void QuaternionTransform(Quaternion *q, Matrix mat); // Transform a quaternion given a transformation matrix - -#endif // notdef RAYMATH_EXTERN_INLINE - -#endif // RAYMATH_H -//////////////////////////////////////////////////////////////////// end of header file - -#if defined(RAYMATH_IMPLEMENTATION) || defined(RAYMATH_EXTERN_INLINE) - -#include <math.h> // Required for: sinf(), cosf(), tan(), fabs() - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Vector3 math -//---------------------------------------------------------------------------------- - -// Add two vectors -RMDEF Vector3 VectorAdd(Vector3 v1, Vector3 v2) -{ - Vector3 result; - - result.x = v1.x + v2.x; - result.y = v1.y + v2.y; - result.z = v1.z + v2.z; - - return result; -} - -// Substract two vectors -RMDEF Vector3 VectorSubtract(Vector3 v1, Vector3 v2) -{ - Vector3 result; - - result.x = v1.x - v2.x; - result.y = v1.y - v2.y; - result.z = v1.z - v2.z; - - return result; -} - -// Calculate two vectors cross product -RMDEF Vector3 VectorCrossProduct(Vector3 v1, Vector3 v2) -{ - Vector3 result; - - result.x = v1.y*v2.z - v1.z*v2.y; - result.y = v1.z*v2.x - v1.x*v2.z; - result.z = v1.x*v2.y - v1.y*v2.x; - - return result; -} - -// Calculate one vector perpendicular vector -RMDEF Vector3 VectorPerpendicular(Vector3 v) -{ - Vector3 result; - - float min = fabs(v.x); - Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f}; - - if (fabs(v.y) < min) - { - min = fabs(v.y); - cardinalAxis = (Vector3){0.0f, 1.0f, 0.0f}; - } - - if(fabs(v.z) < min) - { - cardinalAxis = (Vector3){0.0f, 0.0f, 1.0f}; - } - - result = VectorCrossProduct(v, cardinalAxis); - - return result; -} - -// Calculate two vectors dot product -RMDEF float VectorDotProduct(Vector3 v1, Vector3 v2) -{ - float result; - - result = v1.x*v2.x + v1.y*v2.y + v1.z*v2.z; - - return result; -} - -// Calculate vector lenght -RMDEF float VectorLength(const Vector3 v) -{ - float length; - - length = sqrt(v.x*v.x + v.y*v.y + v.z*v.z); - - return length; -} - -// Scale provided vector -RMDEF void VectorScale(Vector3 *v, float scale) -{ - v->x *= scale; - v->y *= scale; - v->z *= scale; -} - -// Negate provided vector (invert direction) -RMDEF void VectorNegate(Vector3 *v) -{ - v->x = -v->x; - v->y = -v->y; - v->z = -v->z; -} - -// Normalize provided vector -RMDEF void VectorNormalize(Vector3 *v) -{ - float length, ilength; - - length = VectorLength(*v); - - if (length == 0) length = 1.0f; - - ilength = 1.0f/length; - - v->x *= ilength; - v->y *= ilength; - v->z *= ilength; -} - -// Calculate distance between two points -RMDEF float VectorDistance(Vector3 v1, Vector3 v2) -{ - float result; - - float dx = v2.x - v1.x; - float dy = v2.y - v1.y; - float dz = v2.z - v1.z; - - result = sqrt(dx*dx + dy*dy + dz*dz); - - return result; -} - -// Calculate linear interpolation between two vectors -RMDEF Vector3 VectorLerp(Vector3 v1, Vector3 v2, float amount) -{ - Vector3 result; - - result.x = v1.x + amount*(v2.x - v1.x); - result.y = v1.y + amount*(v2.y - v1.y); - result.z = v1.z + amount*(v2.z - v1.z); - - return result; -} - -// Calculate reflected vector to normal -RMDEF Vector3 VectorReflect(Vector3 vector, Vector3 normal) -{ - // I is the original vector - // N is the normal of the incident plane - // R = I - (2*N*( DotProduct[ I,N] )) - - Vector3 result; - - float dotProduct = VectorDotProduct(vector, normal); - - result.x = vector.x - (2.0f*normal.x)*dotProduct; - result.y = vector.y - (2.0f*normal.y)*dotProduct; - result.z = vector.z - (2.0f*normal.z)*dotProduct; - - return result; -} - -// Transforms a Vector3 by a given Matrix -// TODO: Review math (matrix transpose required?) -RMDEF void VectorTransform(Vector3 *v, Matrix mat) -{ - float x = v->x; - float y = v->y; - float z = v->z; - - v->x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12; - v->y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13; - v->z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14; -}; - -// Return a Vector3 init to zero -RMDEF Vector3 VectorZero(void) -{ - Vector3 zero = { 0.0f, 0.0f, 0.0f }; - - return zero; -} - -// Return min value for each pair of components -RMDEF Vector3 VectorMin(Vector3 vec1, Vector3 vec2) -{ - Vector3 result; - - result.x = fminf(vec1.x, vec2.x); - result.y = fminf(vec1.y, vec2.y); - result.z = fminf(vec1.z, vec2.z); - - return result; -} - -// Return max value for each pair of components -RMDEF Vector3 VectorMax(Vector3 vec1, Vector3 vec2) -{ - Vector3 result; - - result.x = fmaxf(vec1.x, vec2.x); - result.y = fmaxf(vec1.y, vec2.y); - result.z = fmaxf(vec1.z, vec2.z); - - return result; -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Matrix math -//---------------------------------------------------------------------------------- - -// Compute matrix determinant -RMDEF float MatrixDeterminant(Matrix mat) -{ - float result; - - // Cache the matrix values (speed optimization) - float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3; - float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7; - float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11; - float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15; - - result = a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 + - a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 + - a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 + - a30*a11*a02*a23 - a10*a31*a02*a23 - a30*a01*a12*a23 + a00*a31*a12*a23 + - a10*a01*a32*a23 - a00*a11*a32*a23 - a20*a11*a02*a33 + a10*a21*a02*a33 + - a20*a01*a12*a33 - a00*a21*a12*a33 - a10*a01*a22*a33 + a00*a11*a22*a33; - - return result; -} - -// Returns the trace of the matrix (sum of the values along the diagonal) -RMDEF float MatrixTrace(Matrix mat) -{ - return (mat.m0 + mat.m5 + mat.m10 + mat.m15); -} - -// Transposes provided matrix -RMDEF void MatrixTranspose(Matrix *mat) -{ - Matrix temp; - - temp.m0 = mat->m0; - temp.m1 = mat->m4; - temp.m2 = mat->m8; - temp.m3 = mat->m12; - temp.m4 = mat->m1; - temp.m5 = mat->m5; - temp.m6 = mat->m9; - temp.m7 = mat->m13; - temp.m8 = mat->m2; - temp.m9 = mat->m6; - temp.m10 = mat->m10; - temp.m11 = mat->m14; - temp.m12 = mat->m3; - temp.m13 = mat->m7; - temp.m14 = mat->m11; - temp.m15 = mat->m15; - - *mat = temp; -} - -// Invert provided matrix -RMDEF void MatrixInvert(Matrix *mat) -{ - Matrix temp; - - // Cache the matrix values (speed optimization) - float a00 = mat->m0, a01 = mat->m1, a02 = mat->m2, a03 = mat->m3; - float a10 = mat->m4, a11 = mat->m5, a12 = mat->m6, a13 = mat->m7; - float a20 = mat->m8, a21 = mat->m9, a22 = mat->m10, a23 = mat->m11; - float a30 = mat->m12, a31 = mat->m13, a32 = mat->m14, a33 = mat->m15; - - float b00 = a00*a11 - a01*a10; - float b01 = a00*a12 - a02*a10; - float b02 = a00*a13 - a03*a10; - float b03 = a01*a12 - a02*a11; - float b04 = a01*a13 - a03*a11; - float b05 = a02*a13 - a03*a12; - float b06 = a20*a31 - a21*a30; - float b07 = a20*a32 - a22*a30; - float b08 = a20*a33 - a23*a30; - float b09 = a21*a32 - a22*a31; - float b10 = a21*a33 - a23*a31; - float b11 = a22*a33 - a23*a32; - - // Calculate the invert determinant (inlined to avoid double-caching) - float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06); - - temp.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet; - temp.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet; - temp.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet; - temp.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet; - temp.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet; - temp.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet; - temp.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet; - temp.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet; - temp.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet; - temp.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet; - temp.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet; - temp.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet; - temp.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet; - temp.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet; - temp.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet; - temp.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet; - - *mat = temp; -} - -// Normalize provided matrix -RMDEF void MatrixNormalize(Matrix *mat) -{ - float det = MatrixDeterminant(*mat); - - mat->m0 /= det; - mat->m1 /= det; - mat->m2 /= det; - mat->m3 /= det; - mat->m4 /= det; - mat->m5 /= det; - mat->m6 /= det; - mat->m7 /= det; - mat->m8 /= det; - mat->m9 /= det; - mat->m10 /= det; - mat->m11 /= det; - mat->m12 /= det; - mat->m13 /= det; - mat->m14 /= det; - mat->m15 /= det; -} - -// Returns identity matrix -RMDEF Matrix MatrixIdentity(void) -{ - Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f }; - - return result; -} - -// Add two matrices -RMDEF Matrix MatrixAdd(Matrix left, Matrix right) -{ - Matrix result = MatrixIdentity(); - - result.m0 = left.m0 + right.m0; - result.m1 = left.m1 + right.m1; - result.m2 = left.m2 + right.m2; - result.m3 = left.m3 + right.m3; - result.m4 = left.m4 + right.m4; - result.m5 = left.m5 + right.m5; - result.m6 = left.m6 + right.m6; - result.m7 = left.m7 + right.m7; - result.m8 = left.m8 + right.m8; - result.m9 = left.m9 + right.m9; - result.m10 = left.m10 + right.m10; - result.m11 = left.m11 + right.m11; - result.m12 = left.m12 + right.m12; - result.m13 = left.m13 + right.m13; - result.m14 = left.m14 + right.m14; - result.m15 = left.m15 + right.m15; - - return result; -} - -// Substract two matrices (left - right) -RMDEF Matrix MatrixSubstract(Matrix left, Matrix right) -{ - Matrix result = MatrixIdentity(); - - result.m0 = left.m0 - right.m0; - result.m1 = left.m1 - right.m1; - result.m2 = left.m2 - right.m2; - result.m3 = left.m3 - right.m3; - result.m4 = left.m4 - right.m4; - result.m5 = left.m5 - right.m5; - result.m6 = left.m6 - right.m6; - result.m7 = left.m7 - right.m7; - result.m8 = left.m8 - right.m8; - result.m9 = left.m9 - right.m9; - result.m10 = left.m10 - right.m10; - result.m11 = left.m11 - right.m11; - result.m12 = left.m12 - right.m12; - result.m13 = left.m13 - right.m13; - result.m14 = left.m14 - right.m14; - result.m15 = left.m15 - right.m15; - - return result; -} - -// Returns translation matrix -RMDEF Matrix MatrixTranslate(float x, float y, float z) -{ - Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, 0.0f, - x, y, z, 1.0f }; - - return result; -} - -// Create rotation matrix from axis and angle -// NOTE: Angle should be provided in radians -RMDEF Matrix MatrixRotate(Vector3 axis, float angle) -{ - Matrix result; - - Matrix mat = MatrixIdentity(); - - float x = axis.x, y = axis.y, z = axis.z; - - float length = sqrt(x*x + y*y + z*z); - - if ((length != 1.0f) && (length != 0.0f)) - { - length = 1.0f/length; - x *= length; - y *= length; - z *= length; - } - - float sinres = sinf(angle); - float cosres = cosf(angle); - float t = 1.0f - cosres; - - // Cache some matrix values (speed optimization) - float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3; - float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7; - float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11; - - // Construct the elements of the rotation matrix - float b00 = x*x*t + cosres, b01 = y*x*t + z*sinres, b02 = z*x*t - y*sinres; - float b10 = x*y*t - z*sinres, b11 = y*y*t + cosres, b12 = z*y*t + x*sinres; - float b20 = x*z*t + y*sinres, b21 = y*z*t - x*sinres, b22 = z*z*t + cosres; - - // Perform rotation-specific matrix multiplication - result.m0 = a00*b00 + a10*b01 + a20*b02; - result.m1 = a01*b00 + a11*b01 + a21*b02; - result.m2 = a02*b00 + a12*b01 + a22*b02; - result.m3 = a03*b00 + a13*b01 + a23*b02; - result.m4 = a00*b10 + a10*b11 + a20*b12; - result.m5 = a01*b10 + a11*b11 + a21*b12; - result.m6 = a02*b10 + a12*b11 + a22*b12; - result.m7 = a03*b10 + a13*b11 + a23*b12; - result.m8 = a00*b20 + a10*b21 + a20*b22; - result.m9 = a01*b20 + a11*b21 + a21*b22; - result.m10 = a02*b20 + a12*b21 + a22*b22; - result.m11 = a03*b20 + a13*b21 + a23*b22; - result.m12 = mat.m12; - result.m13 = mat.m13; - result.m14 = mat.m14; - result.m15 = mat.m15; - - return result; -} - -/* -// Another implementation for MatrixRotate... -RMDEF Matrix MatrixRotate(float angle, float x, float y, float z) -{ - Matrix result = MatrixIdentity(); - - float c = cosf(angle); // cosine - float s = sinf(angle); // sine - float c1 = 1.0f - c; // 1 - c - - float m0 = result.m0, m4 = result.m4, m8 = result.m8, m12 = result.m12, - m1 = result.m1, m5 = result.m5, m9 = result.m9, m13 = result.m13, - m2 = result.m2, m6 = result.m6, m10 = result.m10, m14 = result.m14; - - // build rotation matrix - float r0 = x*x*c1 + c; - float r1 = x*y*c1 + z*s; - float r2 = x*z*c1 - y*s; - float r4 = x*y*c1 - z*s; - float r5 = y*y*c1 + c; - float r6 = y*z*c1 + x*s; - float r8 = x*z*c1 + y*s; - float r9 = y*z*c1 - x*s; - float r10= z*z*c1 + c; - - // multiply rotation matrix - result.m0 = r0*m0 + r4*m1 + r8*m2; - result.m1 = r1*m0 + r5*m1 + r9*m2; - result.m2 = r2*m0 + r6*m1 + r10*m2; - result.m4 = r0*m4 + r4*m5 + r8*m6; - result.m5 = r1*m4 + r5*m5 + r9*m6; - result.m6 = r2*m4 + r6*m5 + r10*m6; - result.m8 = r0*m8 + r4*m9 + r8*m10; - result.m9 = r1*m8 + r5*m9 + r9*m10; - result.m10 = r2*m8 + r6*m9 + r10*m10; - result.m12 = r0*m12+ r4*m13 + r8*m14; - result.m13 = r1*m12+ r5*m13 + r9*m14; - result.m14 = r2*m12+ r6*m13 + r10*m14; - - return result; -} -*/ - -// Returns x-rotation matrix (angle in radians) -RMDEF Matrix MatrixRotateX(float angle) -{ - Matrix result = MatrixIdentity(); - - float cosres = cosf(angle); - float sinres = sinf(angle); - - result.m5 = cosres; - result.m6 = -sinres; - result.m9 = sinres; - result.m10 = cosres; - - return result; -} - -// Returns y-rotation matrix (angle in radians) -RMDEF Matrix MatrixRotateY(float angle) -{ - Matrix result = MatrixIdentity(); - - float cosres = cosf(angle); - float sinres = sinf(angle); - - result.m0 = cosres; - result.m2 = sinres; - result.m8 = -sinres; - result.m10 = cosres; - - return result; -} - -// Returns z-rotation matrix (angle in radians) -RMDEF Matrix MatrixRotateZ(float angle) -{ - Matrix result = MatrixIdentity(); - - float cosres = cosf(angle); - float sinres = sinf(angle); - - result.m0 = cosres; - result.m1 = -sinres; - result.m4 = sinres; - result.m5 = cosres; - - return result; -} - -// Returns scaling matrix -RMDEF Matrix MatrixScale(float x, float y, float z) -{ - Matrix result = { x, 0.0f, 0.0f, 0.0f, - 0.0f, y, 0.0f, 0.0f, - 0.0f, 0.0f, z, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f }; - - return result; -} - -// Returns two matrix multiplication -// NOTE: When multiplying matrices... the order matters! -RMDEF Matrix MatrixMultiply(Matrix left, Matrix right) -{ - Matrix result; - - result.m0 = right.m0*left.m0 + right.m1*left.m4 + right.m2*left.m8 + right.m3*left.m12; - result.m1 = right.m0*left.m1 + right.m1*left.m5 + right.m2*left.m9 + right.m3*left.m13; - result.m2 = right.m0*left.m2 + right.m1*left.m6 + right.m2*left.m10 + right.m3*left.m14; - result.m3 = right.m0*left.m3 + right.m1*left.m7 + right.m2*left.m11 + right.m3*left.m15; - result.m4 = right.m4*left.m0 + right.m5*left.m4 + right.m6*left.m8 + right.m7*left.m12; - result.m5 = right.m4*left.m1 + right.m5*left.m5 + right.m6*left.m9 + right.m7*left.m13; - result.m6 = right.m4*left.m2 + right.m5*left.m6 + right.m6*left.m10 + right.m7*left.m14; - result.m7 = right.m4*left.m3 + right.m5*left.m7 + right.m6*left.m11 + right.m7*left.m15; - result.m8 = right.m8*left.m0 + right.m9*left.m4 + right.m10*left.m8 + right.m11*left.m12; - result.m9 = right.m8*left.m1 + right.m9*left.m5 + right.m10*left.m9 + right.m11*left.m13; - result.m10 = right.m8*left.m2 + right.m9*left.m6 + right.m10*left.m10 + right.m11*left.m14; - result.m11 = right.m8*left.m3 + right.m9*left.m7 + right.m10*left.m11 + right.m11*left.m15; - result.m12 = right.m12*left.m0 + right.m13*left.m4 + right.m14*left.m8 + right.m15*left.m12; - result.m13 = right.m12*left.m1 + right.m13*left.m5 + right.m14*left.m9 + right.m15*left.m13; - result.m14 = right.m12*left.m2 + right.m13*left.m6 + right.m14*left.m10 + right.m15*left.m14; - result.m15 = right.m12*left.m3 + right.m13*left.m7 + right.m14*left.m11 + right.m15*left.m15; - - return result; -} - -// Returns perspective projection matrix -RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far) -{ - Matrix result; - - float rl = (right - left); - float tb = (top - bottom); - float fn = (far - near); - - result.m0 = (near*2.0f)/rl; - result.m1 = 0.0f; - result.m2 = 0.0f; - result.m3 = 0.0f; - - result.m4 = 0.0f; - result.m5 = (near*2.0f)/tb; - result.m6 = 0.0f; - result.m7 = 0.0f; - - result.m8 = (right + left)/rl; - result.m9 = (top + bottom)/tb; - result.m10 = -(far + near)/fn; - result.m11 = -1.0f; - - result.m12 = 0.0f; - result.m13 = 0.0f; - result.m14 = -(far*near*2.0f)/fn; - result.m15 = 0.0f; - - return result; -} - -// Returns perspective projection matrix -RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far) -{ - double top = near*tan(fovy*PI/360.0); - double right = top*aspect; - - return MatrixFrustum(-right, right, -top, top, near, far); -} - -// Returns orthographic projection matrix -RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far) -{ - Matrix result; - - float rl = (right - left); - float tb = (top - bottom); - float fn = (far - near); - - result.m0 = 2.0f/rl; - result.m1 = 0.0f; - result.m2 = 0.0f; - result.m3 = 0.0f; - result.m4 = 0.0f; - result.m5 = 2.0f/tb; - result.m6 = 0.0f; - result.m7 = 0.0f; - result.m8 = 0.0f; - result.m9 = 0.0f; - result.m10 = -2.0f/fn; - result.m11 = 0.0f; - result.m12 = -(left + right)/rl; - result.m13 = -(top + bottom)/tb; - result.m14 = -(far + near)/fn; - result.m15 = 1.0f; - - return result; -} - -// Returns camera look-at matrix (view matrix) -RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up) -{ - Matrix result; - - Vector3 z = VectorSubtract(eye, target); - VectorNormalize(&z); - Vector3 x = VectorCrossProduct(up, z); - VectorNormalize(&x); - Vector3 y = VectorCrossProduct(z, x); - VectorNormalize(&y); - - result.m0 = x.x; - result.m1 = x.y; - result.m2 = x.z; - result.m3 = -((x.x*eye.x) + (x.y*eye.y) + (x.z*eye.z)); - result.m4 = y.x; - result.m5 = y.y; - result.m6 = y.z; - result.m7 = -((y.x*eye.x) + (y.y*eye.y) + (y.z*eye.z)); - result.m8 = z.x; - result.m9 = z.y; - result.m10 = z.z; - result.m11 = -((z.x*eye.x) + (z.y*eye.y) + (z.z*eye.z)); - result.m12 = 0.0f; - result.m13 = 0.0f; - result.m14 = 0.0f; - result.m15 = 1.0f; - - return result; -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Quaternion math -//---------------------------------------------------------------------------------- - -// Computes the length of a quaternion -RMDEF float QuaternionLength(Quaternion quat) -{ - return sqrt(quat.x*quat.x + quat.y*quat.y + quat.z*quat.z + quat.w*quat.w); -} - -// Normalize provided quaternion -RMDEF void QuaternionNormalize(Quaternion *q) -{ - float length, ilength; - - length = QuaternionLength(*q); - - if (length == 0.0f) length = 1.0f; - - ilength = 1.0f/length; - - q->x *= ilength; - q->y *= ilength; - q->z *= ilength; - q->w *= ilength; -} - -// Invert provided quaternion -RMDEF void QuaternionInvert(Quaternion *quat) -{ - float length = QuaternionLength(*quat); - float lengthSq = length*length; - - if (lengthSq != 0.0) - { - float i = 1.0f/lengthSq; - - quat->x *= -i; - quat->y *= -i; - quat->z *= -i; - quat->w *= i; - } -} - -// Calculate two quaternion multiplication -RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2) -{ - Quaternion result; - - float qax = q1.x, qay = q1.y, qaz = q1.z, qaw = q1.w; - float qbx = q2.x, qby = q2.y, qbz = q2.z, qbw = q2.w; - - result.x = qax*qbw + qaw*qbx + qay*qbz - qaz*qby; - result.y = qay*qbw + qaw*qby + qaz*qbx - qax*qbz; - result.z = qaz*qbw + qaw*qbz + qax*qby - qay*qbx; - result.w = qaw*qbw - qax*qbx - qay*qby - qaz*qbz; - - return result; -} - -// Calculates spherical linear interpolation between two quaternions -RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount) -{ - Quaternion result; - - float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w; - - if (fabs(cosHalfTheta) >= 1.0f) result = q1; - else - { - float halfTheta = acos(cosHalfTheta); - float sinHalfTheta = sqrt(1.0f - cosHalfTheta*cosHalfTheta); - - if (fabs(sinHalfTheta) < 0.001f) - { - result.x = (q1.x*0.5f + q2.x*0.5f); - result.y = (q1.y*0.5f + q2.y*0.5f); - result.z = (q1.z*0.5f + q2.z*0.5f); - result.w = (q1.w*0.5f + q2.w*0.5f); - } - else - { - float ratioA = sinf((1 - amount)*halfTheta)/sinHalfTheta; - float ratioB = sinf(amount*halfTheta)/sinHalfTheta; - - result.x = (q1.x*ratioA + q2.x*ratioB); - result.y = (q1.y*ratioA + q2.y*ratioB); - result.z = (q1.z*ratioA + q2.z*ratioB); - result.w = (q1.w*ratioA + q2.w*ratioB); - } - } - - return result; -} - -// Returns a quaternion for a given rotation matrix -RMDEF Quaternion QuaternionFromMatrix(Matrix matrix) -{ - Quaternion result; - - float trace = MatrixTrace(matrix); - - if (trace > 0.0f) - { - float s = (float)sqrt(trace + 1)*2.0f; - float invS = 1.0f/s; - - result.w = s*0.25f; - result.x = (matrix.m6 - matrix.m9)*invS; - result.y = (matrix.m8 - matrix.m2)*invS; - result.z = (matrix.m1 - matrix.m4)*invS; - } - else - { - float m00 = matrix.m0, m11 = matrix.m5, m22 = matrix.m10; - - if (m00 > m11 && m00 > m22) - { - float s = (float)sqrt(1.0f + m00 - m11 - m22)*2.0f; - float invS = 1.0f/s; - - result.w = (matrix.m6 - matrix.m9)*invS; - result.x = s*0.25f; - result.y = (matrix.m4 + matrix.m1)*invS; - result.z = (matrix.m8 + matrix.m2)*invS; - } - else if (m11 > m22) - { - float s = (float)sqrt(1.0f + m11 - m00 - m22)*2.0f; - float invS = 1.0f/s; - - result.w = (matrix.m8 - matrix.m2)*invS; - result.x = (matrix.m4 + matrix.m1)*invS; - result.y = s*0.25f; - result.z = (matrix.m9 + matrix.m6)*invS; - } - else - { - float s = (float)sqrt(1.0f + m22 - m00 - m11)*2.0f; - float invS = 1.0f/s; - - result.w = (matrix.m1 - matrix.m4)*invS; - result.x = (matrix.m8 + matrix.m2)*invS; - result.y = (matrix.m9 + matrix.m6)*invS; - result.z = s*0.25f; - } - } - - return result; -} - -// Returns a matrix for a given quaternion -RMDEF Matrix QuaternionToMatrix(Quaternion q) -{ - Matrix result; - - float x = q.x, y = q.y, z = q.z, w = q.w; - - float x2 = x + x; - float y2 = y + y; - float z2 = z + z; - - float xx = x*x2; - float xy = x*y2; - float xz = x*z2; - - float yy = y*y2; - float yz = y*z2; - float zz = z*z2; - - float wx = w*x2; - float wy = w*y2; - float wz = w*z2; - - result.m0 = 1.0f - (yy + zz); - result.m1 = xy - wz; - result.m2 = xz + wy; - result.m3 = 0.0f; - result.m4 = xy + wz; - result.m5 = 1.0f - (xx + zz); - result.m6 = yz - wx; - result.m7 = 0.0f; - result.m8 = xz - wy; - result.m9 = yz + wx; - result.m10 = 1.0f - (xx + yy); - result.m11 = 0.0f; - result.m12 = 0.0f; - result.m13 = 0.0f; - result.m14 = 0.0f; - result.m15 = 1.0f; - - return result; -} - -// Returns rotation quaternion for an angle and axis -// NOTE: angle must be provided in radians -RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle) -{ - Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f }; - - if (VectorLength(axis) != 0.0f) - - angle *= 0.5f; - - VectorNormalize(&axis); - - float sinres = sinf(angle); - float cosres = cosf(angle); - - result.x = axis.x*sinres; - result.y = axis.y*sinres; - result.z = axis.z*sinres; - result.w = cosres; - - QuaternionNormalize(&result); - - return result; -} - -// Returns the rotation angle and axis for a given quaternion -RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle) -{ - if (fabs(q.w) > 1.0f) QuaternionNormalize(&q); - - Vector3 resAxis = { 0.0f, 0.0f, 0.0f }; - float resAngle = 0.0f; - - resAngle = 2.0f*(float)acos(q.w); - float den = (float)sqrt(1.0f - q.w*q.w); - - if (den > 0.0001f) - { - resAxis.x = q.x/den; - resAxis.y = q.y/den; - resAxis.z = q.z/den; - } - else - { - // This occurs when the angle is zero. - // Not a problem: just set an arbitrary normalized axis. - resAxis.x = 1.0f; - } - - *outAxis = resAxis; - *outAngle = resAngle; -} - -// Transform a quaternion given a transformation matrix -RMDEF void QuaternionTransform(Quaternion *q, Matrix mat) -{ - float x = q->x; - float y = q->y; - float z = q->z; - float w = q->w; - - q->x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12*w; - q->y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13*w; - q->z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14*w; - q->w = mat.m3*x + mat.m7*y + mat.m11*z + mat.m15*w; -} - -#endif // RAYMATH_IMPLEMENTATION |
