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Diffstat (limited to 'src/raymath.h')
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diff --git a/src/raymath.h b/src/raymath.h new file mode 100644 index 00000000..49cceafb --- /dev/null +++ b/src/raymath.h @@ -0,0 +1,139 @@ +/********************************************************************************************* +* +* raymath +* +* Some useful functions to work with Vector3, Matrix and Quaternions +* +* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) +* +* 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 + +#ifndef RAYMATH_STANDALONE + #include "raylib.h" // Required for typedef: Vector3 +#endif + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +#ifndef PI + #define PI 3.14159265358979323846 +#endif + +#define DEG2RAD (PI / 180.0) +#define RAD2DEG (180.0 / PI) + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- + +#ifdef RAYMATH_STANDALONE + // Vector3 type + typedef struct Vector3 { + float x; + float y; + float z; + } Vector3; +#endif + +// Matrix type (OpenGL style 4x4 - right handed) +typedef struct Matrix { + float m0, m4, m8, m12; + float m1, m5, m9, m13; + float m2, m6, m10, m14; + float m3, m7, m11, m15; +} Matrix; + +// Quaternion type +typedef struct Quaternion { + float x; + float y; + float z; + float w; +} Quaternion; + + +#ifdef __cplusplus +extern "C" { // Prevents name mangling of functions +#endif + +//------------------------------------------------------------------------------------ +// Functions Declaration to work with Vector3 +//------------------------------------------------------------------------------------ +Vector3 VectorAdd(Vector3 v1, Vector3 v2); // Add two vectors +Vector3 VectorSubtract(Vector3 v1, Vector3 v2); // Substract two vectors +Vector3 VectorCrossProduct(Vector3 v1, Vector3 v2); // Calculate two vectors cross product +Vector3 VectorPerpendicular(Vector3 v); // Calculate one vector perpendicular vector +float VectorDotProduct(Vector3 v1, Vector3 v2); // Calculate two vectors dot product +float VectorLength(const Vector3 v); // Calculate vector lenght +void VectorScale(Vector3 *v, float scale); // Scale provided vector +void VectorNegate(Vector3 *v); // Negate provided vector (invert direction) +void VectorNormalize(Vector3 *v); // Normalize provided vector +float VectorDistance(Vector3 v1, Vector3 v2); // Calculate distance between two points +Vector3 VectorLerp(Vector3 v1, Vector3 v2, float amount); // Calculate linear interpolation between two vectors +Vector3 VectorReflect(Vector3 vector, Vector3 normal); // Calculate reflected vector to normal + +//------------------------------------------------------------------------------------ +// Functions Declaration to work with Matrix +//------------------------------------------------------------------------------------ +float *GetMatrixVector(Matrix mat); // Returns an OpenGL-ready vector (glMultMatrixf) +float MatrixDeterminant(Matrix mat); // Compute matrix determinant +float MatrixTrace(Matrix mat); // Returns the trace of the matrix (sum of the values along the diagonal) +void MatrixTranspose(Matrix *mat); // Transposes provided matrix +void MatrixInvert(Matrix *mat); // Invert provided matrix +void MatrixNormalize(Matrix *mat); // Normalize provided matrix +Matrix MatrixIdentity(); // Returns identity matrix +Matrix MatrixAdd(Matrix left, Matrix right); // Add two matrices +Matrix MatrixSubstract(Matrix left, Matrix right); // Substract two matrices (left - right) +Matrix MatrixTranslate(float x, float y, float z); // Returns translation matrix +Matrix MatrixRotate(float angleX, float angleY, float angleZ); // Returns rotation matrix +Matrix MatrixRotateAroundAxis(Vector3 axis, float angle); // Returns rotation matrix for an angle around an specified axis +Matrix MatrixRotateAroundAxis2(Vector3 axis, float angle); // Returns rotation matrix for an angle around an specified axis (test another implemntation) +Matrix MatrixFromQuaternion(Quaternion q); // Returns rotation matrix for a given quaternion +Matrix MatrixRotateX(float angle); // Returns x-rotation matrix (angle in radians) +Matrix MatrixRotateY(float angle); // Returns y-rotation matrix (angle in radians) +Matrix MatrixRotateZ(float angle); // Returns z-rotation matrix (angle in radians) +Matrix MatrixScale(float x, float y, float z); // Returns scaling matrix +Matrix MatrixMultiply(Matrix left, Matrix right); // Returns two matrix multiplication +Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far); // Returns perspective projection matrix +Matrix MatrixPerspective(double fovy, double aspect, double near, double far); // Returns perspective projection matrix +Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far); // Returns orthographic projection matrix +Matrix MatrixLookAt(Vector3 position, Vector3 target, Vector3 up); // Returns camera look-at matrix (view matrix) +void PrintMatrix(Matrix m); // Print matrix utility + +//------------------------------------------------------------------------------------ +// Functions Declaration to work with Quaternions +//------------------------------------------------------------------------------------ +float QuaternionLength(Quaternion quat); // Calculates the length of a quaternion +void QuaternionNormalize(Quaternion *q); // Normalize provided quaternion +Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2); // Calculate two quaternion multiplication +Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float slerp); // Calculates spherical linear interpolation between two quaternions +Quaternion QuaternionFromMatrix(Matrix matrix); // Returns a quaternion from a given rotation matrix +Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle); // Returns rotation quaternion for an angle around an axis +Matrix QuaternionToMatrix(Quaternion q); // Calculates the matrix from the given quaternion +void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle); // Returns the axis and the angle for a given quaternion + +#ifdef __cplusplus +} +#endif + +#endif // RAYMATH_H
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