diff options
| author | chriscamacho <[email protected]> | 2020-08-23 20:01:26 +0100 |
|---|---|---|
| committer | GitHub <[email protected]> | 2020-08-23 21:01:26 +0200 |
| commit | d140dc81c04674019f388030842d72c69c6800d6 (patch) | |
| tree | 65db0eb541de80d06d42ca2a4e805cf1de885c7f /src/raymath.h | |
| parent | 816856eb75bcf05bc3961eef2a52e3b8b1cd4efe (diff) | |
| download | raylib-d140dc81c04674019f388030842d72c69c6800d6.tar.gz raylib-d140dc81c04674019f388030842d72c69c6800d6.zip | |
work on quat and matrix math - deleted multiple copies of raymath.h causing issues (#1359)
Co-authored-by: codifies <[email protected]>
Diffstat (limited to 'src/raymath.h')
| -rw-r--r-- | src/raymath.h | 147 |
1 files changed, 55 insertions, 92 deletions
diff --git a/src/raymath.h b/src/raymath.h index b51573e7..893b7cf4 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -78,6 +78,8 @@ #define PI 3.14159265358979323846 #endif + + #ifndef DEG2RAD #define DEG2RAD (PI/180.0f) #endif @@ -926,6 +928,8 @@ RMDEF Matrix MatrixRotateZ(float angle) return result; } + + // Returns scaling matrix RMDEF Matrix MatrixScale(float x, float y, float z) { @@ -963,6 +967,17 @@ RMDEF Matrix MatrixMultiply(Matrix left, Matrix right) return result; } +// TODO suboptimal should be able to create this matrix in one go +// this is an aditional 3 matrix multiplies! +RMDEF Matrix MatrixRotateZYX(Vector3 v) +{ + Matrix result = MatrixRotateZ(v.z); + result = MatrixMultiply(result, MatrixRotateY(v.y)); + result = MatrixMultiply(result, MatrixRotateX(v.x)); + + return result; +} + // Returns perspective projection matrix RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far) { @@ -1297,105 +1312,53 @@ RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to) } // Returns a quaternion for a given rotation matrix -RMDEF Quaternion QuaternionFromMatrix(Matrix mat) -{ - Quaternion result = { 0 }; - - float trace = MatrixTrace(mat); - - if (trace > 0.0f) - { - float s = sqrtf(trace + 1)*2.0f; - float invS = 1.0f/s; - - result.w = s*0.25f; - result.x = (mat.m6 - mat.m9)*invS; - result.y = (mat.m8 - mat.m2)*invS; - result.z = (mat.m1 - mat.m4)*invS; - } - else - { - float m00 = mat.m0, m11 = mat.m5, m22 = mat.m10; - - if (m00 > m11 && m00 > m22) - { - float s = (float)sqrt(1.0f + m00 - m11 - m22)*2.0f; - float invS = 1.0f/s; - - result.w = (mat.m6 - mat.m9)*invS; - result.x = s*0.25f; - result.y = (mat.m4 + mat.m1)*invS; - result.z = (mat.m8 + mat.m2)*invS; - } - else if (m11 > m22) - { - float s = sqrtf(1.0f + m11 - m00 - m22)*2.0f; - float invS = 1.0f/s; - - result.w = (mat.m8 - mat.m2)*invS; - result.x = (mat.m4 + mat.m1)*invS; - result.y = s*0.25f; - result.z = (mat.m9 + mat.m6)*invS; - } - else - { - float s = sqrtf(1.0f + m22 - m00 - m11)*2.0f; - float invS = 1.0f/s; - - result.w = (mat.m1 - mat.m4)*invS; - result.x = (mat.m8 + mat.m2)*invS; - result.y = (mat.m9 + mat.m6)*invS; - result.z = s*0.25f; - } - } - - return result; +RMDEF Quaternion QuaternionFromMatrix(Matrix m) +{ + Quaternion q; + if ( m.m0 > m.m5 && m.m0 > m.m10 ) { + float s = sqrt( 1.0 + m.m0 - m.m5 - m.m10 ) * 2; + q.x = 0.25 * s; + q.y = (m.m4 + m.m1 ) / s; + q.z = (m.m2 + m.m8 ) / s; + q.w = (m.m9 - m.m6 ) / s; + } else if ( m.m5 > m.m10 ) { + float s = sqrt( 1.0 + m.m5 - m.m0 - m.m10 ) * 2; + q.x = (m.m4 + m.m1 ) / s; + q.y = 0.25 * s; + q.z = (m.m9 + m.m6 ) / s; + q.w = (m.m2 - m.m8 ) / s; + } else { + float s = sqrt( 1.0 + m.m10 - m.m0 - m.m5 ) * 2; + q.x = (m.m2 + m.m8 ) / s; + q.y = (m.m9 + m.m6 ) / s; + q.z = 0.25 * s; + q.w = (m.m4 - m.m1 ) / s; + } + return q; } // Returns a matrix for a given quaternion RMDEF Matrix QuaternionToMatrix(Quaternion q) { - Matrix result = { 0 }; - - 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 length = QuaternionLength(q); - float lengthSquared = length*length; - - float xx = x*x2/lengthSquared; - float xy = x*y2/lengthSquared; - float xz = x*z2/lengthSquared; - - float yy = y*y2/lengthSquared; - float yz = y*z2/lengthSquared; - float zz = z*z2/lengthSquared; - - float wx = w*x2/lengthSquared; - float wy = w*y2/lengthSquared; - float wz = w*z2/lengthSquared; + Matrix m = MatrixIdentity(); + float a2=2*(q.x*q.x), b2=2*(q.y*q.y), c2=2*(q.z*q.z); //, d2=2*(q.w*q.w); + + float ab=2*(q.x*q.y), ac=2*(q.x*q.z), bc=2*(q.y*q.z); + float ad=2*(q.x*q.w), bd=2*(q.y*q.w), cd=2*(q.z*q.w); - 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; + m.m0 = 1 - b2 - c2; + m.m1 = ab - cd; + m.m2 = ac + bd; + + m.m4 = ab + cd; + m.m5 = 1 - a2 - c2; + m.m6 = bc - ad; + + m.m8 = ac - bd; + m.m9 = bc + ad; + m.m10 = 1 - a2 - b2; - return result; + return m; } // Returns rotation quaternion for an angle and axis |
