From 3cad094edd94f859540b16bbdafcf2cfb9d02016 Mon Sep 17 00:00:00 2001 From: Marc Palau Date: Mon, 2 Mar 2015 20:52:58 +0100 Subject: Changes integration (some WIP, view details) Corrected GetMouseWheelMove() Corrected camera system Reviewed cubicmap resolution (collision detection) Added QuaternionTransform() WIP: Raycast system (not working) WIP: Reviewing axis-angle rotations... --- src/raymath.h | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'src/raymath.h') diff --git a/src/raymath.h b/src/raymath.h index c8c1a26c..b3676ed9 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -91,7 +91,7 @@ void VectorNormalize(Vector3 *v); // Normalize provided ve 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 -void VectorTransform(Vector3 *v, Matrix mat); // Transforms a Vector3 with a given Matrix +void VectorTransform(Vector3 *v, Matrix mat); // Transforms a Vector3 by a given Matrix Vector3 VectorZero(void); // Return a Vector3 init to zero //------------------------------------------------------------------------------------ @@ -134,6 +134,7 @@ Quaternion QuaternionFromMatrix(Matrix matrix); // Returns a qua 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 +void QuaternionTransform(Quaternion *q, Matrix mat); // Transform a quaternion given a transformation matrix #ifdef __cplusplus } -- cgit v1.2.3