addition to raylib to create matrix from 3 euler angles (#938)
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@ -92,6 +92,7 @@ int main(void)
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while (pitchOffset < -180) pitchOffset += 360;
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pitchOffset *= 10;
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/* matrix transform done with multiplication to combine rotations
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Matrix transform = MatrixIdentity();
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transform = MatrixMultiply(transform, MatrixRotateZ(DEG2RAD*roll));
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@ -99,8 +100,11 @@ int main(void)
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transform = MatrixMultiply(transform, MatrixRotateY(DEG2RAD*yaw));
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model.transform = transform;
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//----------------------------------------------------------------------------------
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*/
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// matrix created from multiple axes at once
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model.transform = MatrixRotateXYZ((Vector3){DEG2RAD*pitch,DEG2RAD*yaw,DEG2RAD*roll});
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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@ -56,7 +56,7 @@
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#if defined(RAYMATH_IMPLEMENTATION)
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#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
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#define RMDEF __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll).
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#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
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#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
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#define RMDEF __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
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#else
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#define RMDEF extern inline // Provide external definition
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@ -113,7 +113,7 @@
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float y;
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float z;
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} Vector3;
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// Quaternion type
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typedef struct Quaternion {
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float x;
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@ -794,6 +794,33 @@ RMDEF Matrix MatrixRotate(Vector3 axis, float angle)
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return result;
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}
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// Returns xyz-rotation matrix (angles in radians)
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RMDEF Matrix MatrixRotateXYZ(Vector3 ang)
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{
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Matrix result = MatrixIdentity();
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float cosz = cosf(-ang.z);
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float sinz = sinf(-ang.z);
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float cosy = cosf(-ang.y);
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float siny = sinf(-ang.y);
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float cosx = cosf(-ang.x);
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float sinx = sinf(-ang.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 = 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.m2 = -siny;
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result.m6 = cosy * sinx;
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result.m10= cosy * cosx;
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return result;
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}
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// Returns x-rotation matrix (angle in radians)
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RMDEF Matrix MatrixRotateX(float angle)
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{
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