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-rw-r--r--src/raymath.h51
1 files changed, 49 insertions, 2 deletions
diff --git a/src/raymath.h b/src/raymath.h
index 3bde10fc..1dbebc07 100644
--- a/src/raymath.h
+++ b/src/raymath.h
@@ -189,8 +189,10 @@ RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float slerp); //
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
+RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle); // Returns the rotation angle and axis for a given quaternion
+RMDEF Quaternion QuaternionFromEuler(float roll, float pitch, float yaw); // Returns he quaternion equivalent to Euler angles
+RMDEF Vector3 QuaternionToEuler(Quaternion q); // Return the Euler angles equivalent to quaternion (roll, pitch, yaw)
+RMDEF void QuaternionTransform(Quaternion *q, Matrix mat); // Transform a quaternion given a transformation matrix
#endif // notdef RAYMATH_EXTERN_INLINE
@@ -1180,6 +1182,51 @@ RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle
*outAngle = resAngle;
}
+// Returns he quaternion equivalent to Euler angles
+RMDEF Quaternion QuaternionFromEuler(float roll, float pitch, float yaw)
+{
+ Quaternion q = { 0 };
+
+ float x0 = cosf(roll*0.5f);
+ float x1 = sinf(roll*0.5f);
+ float y0 = cosf(pitch*0.5f);
+ float y1 = sinf(pitch*0.5f);
+ float z0 = cosf(yaw*0.5f);
+ float z1 = sinf(yaw*0.5f);
+
+ q.x = x1*y0*z0 - x0*y1*z1;
+ q.y = x0*y1*z0 + x1*y0*z1;
+ q.z = x0*y0*z1 - x1*y1*z0;
+ q.w = x0*y0*z0 + x1*y1*z1;
+
+ return q;
+}
+
+// Return the Euler angles equivalent to quaternion (roll, pitch, yaw)
+// NOTE: Angles are returned in a Vector3 struct and in degrees
+RMDEF Vector3 QuaternionToEuler(Quaternion q)
+{
+ Vector3 v = { 0 };
+
+ // roll (x-axis rotation)
+ float x0 = 2.0f*(q.w*q.x + q.y*q.z);
+ float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y);
+ v.x = atan2f(x0, x1)*RAD2DEG;
+
+ // pitch (y-axis rotation)
+ float y0 = 2.0f*(q.w*q.y - q.z*q.x);
+ y0 = y0 > 1.0f ? 1.0f : y0;
+ y0 = y0 < -1.0f ? -1.0f : y0;
+ v.y = asinf(y0)*RAD2DEG;
+
+ // yaw (z-axis rotation)
+ float z0 = 2.0f*(q.w*q.z + q.x*q.y);
+ float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z);
+ v.z = atan2f(z0, z1)*RAD2DEG;
+
+ return v;
+}
+
// Transform a quaternion given a transformation matrix
RMDEF void QuaternionTransform(Quaternion *q, Matrix mat)
{