Co-authored-by: Nikolai Krasheninnikov <nikolai.krasheninnikov@kronshtadt.ru>
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@ -63,8 +63,8 @@ int main(void)
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}
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// Plane yaw (y-axis) controls
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if (IsKeyDown(KEY_S)) yaw += 1.0f;
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else if (IsKeyDown(KEY_A)) yaw -= 1.0f;
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if (IsKeyDown(KEY_S)) yaw -= 1.0f;
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else if (IsKeyDown(KEY_A)) yaw += 1.0f;
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else
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{
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if (yaw > 0.0f) yaw -= 0.5f;
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@ -72,8 +72,8 @@ int main(void)
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}
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// Plane roll (z-axis) controls
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if (IsKeyDown(KEY_LEFT)) roll += 1.0f;
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else if (IsKeyDown(KEY_RIGHT)) roll -= 1.0f;
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if (IsKeyDown(KEY_LEFT)) roll -= 1.0f;
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else if (IsKeyDown(KEY_RIGHT)) roll += 1.0f;
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else
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{
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if (roll > 0.0f) roll -= 0.5f;
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@ -1326,8 +1326,8 @@ RMAPI Matrix MatrixRotateX(float angle)
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float sinres = sinf(angle);
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result.m5 = cosres;
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result.m6 = -sinres;
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result.m9 = sinres;
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result.m6 = sinres;
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result.m9 = -sinres;
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result.m10 = cosres;
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return result;
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@ -1346,8 +1346,8 @@ RMAPI Matrix MatrixRotateY(float angle)
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float sinres = sinf(angle);
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result.m0 = cosres;
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result.m2 = sinres;
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result.m8 = -sinres;
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result.m2 = -sinres;
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result.m8 = sinres;
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result.m10 = cosres;
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return result;
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@ -1366,13 +1366,14 @@ RMAPI Matrix MatrixRotateZ(float angle)
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float sinres = sinf(angle);
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result.m0 = cosres;
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result.m1 = -sinres;
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result.m4 = sinres;
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result.m1 = sinres;
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result.m4 = -sinres;
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result.m5 = cosres;
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return result;
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}
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// Get xyz-rotation matrix
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// NOTE: Angle must be provided in radians
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RMAPI Matrix MatrixRotateXYZ(Vector3 angle)
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@ -1390,15 +1391,15 @@ RMAPI Matrix MatrixRotateXYZ(Vector3 angle)
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float sinx = sinf(-angle.x);
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result.m0 = cosz*cosy;
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result.m4 = (cosz*siny*sinx) - (sinz*cosx);
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result.m8 = (cosz*siny*cosx) + (sinz*sinx);
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result.m1 = (cosz*siny*sinx) - (sinz*cosx);
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result.m2 = (cosz*siny*cosx) + (sinz*sinx);
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result.m1 = sinz*cosy;
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result.m4 = sinz*cosy;
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result.m5 = (sinz*siny*sinx) + (cosz*cosx);
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result.m9 = (sinz*siny*cosx) - (cosz*sinx);
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result.m6 = (sinz*siny*cosx) - (cosz*sinx);
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result.m2 = -siny;
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result.m6 = cosy*sinx;
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result.m8 = -siny;
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result.m9 = cosy*sinx;
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result.m10= cosy*cosx;
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return result;
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@ -1418,23 +1419,23 @@ RMAPI Matrix MatrixRotateZYX(Vector3 angle)
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float sx = sinf(angle.x);
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result.m0 = cz*cy;
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result.m1 = cz*sy*sx - cx*sz;
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result.m2 = sz*sx + cz*cx*sy;
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result.m3 = 0;
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result.m4 = cy*sz;
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result.m5 = cz*cx + sz*sy*sx;
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result.m6 = cx*sz*sy - cz*sx;
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result.m7 = 0;
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result.m8 = -sy;
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result.m9 = cy*sx;
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result.m10 = cy*cx;
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result.m11 = 0;
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result.m4 = cz*sy*sx - cx*sz;
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result.m8 = sz*sx + cz*cx*sy;
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result.m12 = 0;
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result.m1 = cy*sz;
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result.m5 = cz*cx + sz*sy*sx;
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result.m9 = cx*sz*sy - cz*sx;
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result.m13 = 0;
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result.m2 = -sy;
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result.m6 = cy*sx;
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result.m10 = cy*cx;
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result.m14 = 0;
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result.m3 = 0;
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result.m7 = 0;
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result.m11 = 0;
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result.m15 = 1;
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return result;
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