diff options
Diffstat (limited to 'src/raymath.h')
| -rw-r--r-- | src/raymath.h | 32 |
1 files changed, 16 insertions, 16 deletions
diff --git a/src/raymath.h b/src/raymath.h index 68f1dd9e..086eba12 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -164,7 +164,7 @@ RMDEF float Normalize(float value, float start, float end) } // Remap input value within input range to output range -RMDEF float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd) +RMDEF float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd) { return (value - inputStart) / (inputEnd - inputStart) * (outputEnd - outputStart) + outputStart; } @@ -325,14 +325,14 @@ RMDEF Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance) float dx = target.x - v.x; float dy = target.y - v.y; float value = (dx*dx) + (dy*dy); - + if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) result = target; - + float dist = sqrtf(value); - + result.x = v.x + dx/dist*maxDistance; result.y = v.y + dy/dist*maxDistance; - + return result; } @@ -970,14 +970,14 @@ RMDEF Matrix MatrixRotateXYZ(Vector3 ang) } // Returns zyx-rotation matrix (angles in radians) -// TODO: This solution is suboptimal, it should be possible to create this matrix in one go +// TODO: This solution is suboptimal, it should be possible to create this matrix in one go // instead of using a 3 matrix multiplication RMDEF Matrix MatrixRotateZYX(Vector3 ang) { Matrix result = MatrixRotateZ(ang.z); result = MatrixMultiply(result, MatrixRotateY(ang.y)); result = MatrixMultiply(result, MatrixRotateX(ang.x)); - + return result; } @@ -1329,16 +1329,16 @@ RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to) RMDEF Quaternion QuaternionFromMatrix(Matrix mat) { Quaternion result = { 0 }; - + if ((mat.m0 > mat.m5) && (mat.m0 > mat.m10)) { float s = sqrtf(1.0f + mat.m0 - mat.m5 - mat.m10)*2; - + result.x = 0.25f*s; result.y = (mat.m4 + mat.m1)/s; result.z = (mat.m2 + mat.m8)/s; result.w = (mat.m9 - mat.m6)/s; - } + } else if (mat.m5 > mat.m10) { float s = sqrtf(1.0f + mat.m5 - mat.m0 - mat.m10)*2; @@ -1346,7 +1346,7 @@ RMDEF Quaternion QuaternionFromMatrix(Matrix mat) result.y = 0.25f*s; result.z = (mat.m9 + mat.m6)/s; result.w = (mat.m2 - mat.m8)/s; - } + } else { float s = sqrtf(1.0f + mat.m10 - mat.m0 - mat.m5)*2; @@ -1355,7 +1355,7 @@ RMDEF Quaternion QuaternionFromMatrix(Matrix mat) result.z = 0.25f*s; result.w = (mat.m4 - mat.m1)/s; } - + return result; } @@ -1363,20 +1363,20 @@ RMDEF Quaternion QuaternionFromMatrix(Matrix mat) RMDEF Matrix QuaternionToMatrix(Quaternion q) { Matrix result = 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 - b2 - c2; result.m1 = ab - cd; result.m2 = ac + bd; - + result.m4 = ab + cd; result.m5 = 1 - a2 - c2; result.m6 = bc - ad; - + result.m8 = ac - bd; result.m9 = bc + ad; result.m10 = 1 - a2 - b2; |
