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+/*********************************************************************************************
+*
+* 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 \ No newline at end of file