Added function: Vector3RotateByQuaternion()
Rotate a Vector3 by a Quaternion
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148
src/raymath.h
148
src/raymath.h
@ -12,9 +12,9 @@
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* #define RAYMATH_HEADER_ONLY
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* Define static inline functions code, so #include header suffices for use.
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* This may use up lots of memory.
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*
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*
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* #define RAYMATH_STANDALONE
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* Avoid raylib.h header inclusion in this file.
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* Avoid raylib.h header inclusion in this file.
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* Vector3 and Matrix data types are defined internally in raymath module.
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*
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*
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@ -94,7 +94,7 @@
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// Return float vector for Vector3
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#ifndef Vector3ToFloat
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#define Vector3ToFloat(vec) (Vector3ToFloatV(vec).v)
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#define Vector3ToFloat(vec) (Vector3ToFloatV(vec).v)
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#endif
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//----------------------------------------------------------------------------------
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@ -122,20 +122,20 @@
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float m2, m6, m10, m14;
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float m3, m7, m11, m15;
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} Matrix;
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// Quaternion type
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typedef struct Quaternion {
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float x;
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float y;
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float z;
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float w;
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} Quaternion;
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#endif
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// NOTE: Helper types to be used instead of array return types for *ToFloat functions
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typedef struct float3 { float v[3]; } float3;
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typedef struct float16 { float v[16]; } float16;
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// Quaternion type
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typedef struct Quaternion {
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float x;
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float y;
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float z;
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float w;
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} Quaternion;
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#include <math.h> // Required for: sinf(), cosf(), tan(), fabs()
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//----------------------------------------------------------------------------------
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@ -143,7 +143,7 @@ typedef struct Quaternion {
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//----------------------------------------------------------------------------------
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// Clamp float value
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RMDEF float Clamp(float value, float min, float max)
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RMDEF float Clamp(float value, float min, float max)
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{
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const float res = value < min ? min : value;
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return res > max ? max : res;
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@ -154,15 +154,15 @@ RMDEF float Clamp(float value, float min, float max)
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//----------------------------------------------------------------------------------
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// Vector with components value 0.0f
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RMDEF Vector2 Vector2Zero(void)
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{
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RMDEF Vector2 Vector2Zero(void)
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{
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Vector2 result = { 0.0f, 0.0f };
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return result;
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}
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// Vector with components value 1.0f
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RMDEF Vector2 Vector2One(void)
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{
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RMDEF Vector2 Vector2One(void)
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{
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Vector2 result = { 1.0f, 1.0f };
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return result;
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}
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@ -243,31 +243,31 @@ RMDEF Vector2 Vector2Normalize(Vector2 v)
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//----------------------------------------------------------------------------------
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// Vector with components value 0.0f
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RMDEF Vector3 Vector3Zero(void)
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{
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RMDEF Vector3 Vector3Zero(void)
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{
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Vector3 result = { 0.0f, 0.0f, 0.0f };
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return result;
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return result;
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}
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// Vector with components value 1.0f
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RMDEF Vector3 Vector3One(void)
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{
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RMDEF Vector3 Vector3One(void)
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{
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Vector3 result = { 1.0f, 1.0f, 1.0f };
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return result;
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return result;
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}
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// Add two vectors
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RMDEF Vector3 Vector3Add(Vector3 v1, Vector3 v2)
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{
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Vector3 result = { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z };
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return result;
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return result;
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}
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// Substract two vectors
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RMDEF Vector3 Vector3Subtract(Vector3 v1, Vector3 v2)
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{
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Vector3 result = { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z };
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return result;
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return result;
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}
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// Multiply vector by scalar
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@ -279,7 +279,7 @@ RMDEF Vector3 Vector3Multiply(Vector3 v, float scalar)
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// Multiply vector by vector
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RMDEF Vector3 Vector3MultiplyV(Vector3 v1, Vector3 v2)
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{
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{
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Vector3 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z };
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return result;
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}
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@ -359,7 +359,7 @@ RMDEF Vector3 Vector3Negate(Vector3 v)
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RMDEF Vector3 Vector3Normalize(Vector3 v)
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{
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Vector3 result = v;
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float length, ilength;
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length = Vector3Length(v);
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if (length == 0.0f) length = 1.0f;
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@ -394,10 +394,22 @@ RMDEF Vector3 Vector3Transform(Vector3 v, Matrix mat)
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result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12;
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result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13;
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result.z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14;
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return result;
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};
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// Transform a vector by quaternion rotation
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RMDEF Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q)
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{
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Vector3 result = { 0 };
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result.x = v.x*(q.x*q.x + q.w*q.w - q.y*q.y - q.z*q.z) + v.y*(2*q.x*q.y - 2*q.w*q.z) + v.z*(2*q.x*q.z + 2*q.w*q.y);
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result.y = v.x*(2*q.w*q.z + 2*q.x*q.y) + v.y*(q.w*q.w - q.x*q.x + q.y*q.y - q.z*q.z) + v.z*(-2*q.w*q.x + 2*q.y*q.z);
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result.z = v.x*(-2*q.w*q.y + 2*q.x*q.z) + v.y*(2*q.w*q.x + 2*q.y*q.z)+ v.z*(q.w*q.w - q.x*q.x - q.y*q.y + q.z*q.z);
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return result;
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}
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// Calculate linear interpolation between two vectors
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RMDEF Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount)
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{
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@ -432,11 +444,11 @@ RMDEF Vector3 Vector3Reflect(Vector3 v, Vector3 normal)
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RMDEF Vector3 Vector3Min(Vector3 v1, Vector3 v2)
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{
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Vector3 result = { 0 };
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result.x = fminf(v1.x, v2.x);
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result.y = fminf(v1.y, v2.y);
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result.z = fminf(v1.z, v2.z);
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return result;
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}
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@ -444,11 +456,11 @@ RMDEF Vector3 Vector3Min(Vector3 v1, Vector3 v2)
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RMDEF Vector3 Vector3Max(Vector3 v1, Vector3 v2)
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{
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Vector3 result = { 0 };
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result.x = fmaxf(v1.x, v2.x);
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result.y = fmaxf(v1.y, v2.y);
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result.z = fmaxf(v1.z, v2.z);
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return result;
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}
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@ -457,7 +469,7 @@ RMDEF Vector3 Vector3Max(Vector3 v1, Vector3 v2)
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RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
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{
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//Vector v0 = b - a, v1 = c - a, v2 = p - a;
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Vector3 v0 = Vector3Subtract(b, a);
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Vector3 v1 = Vector3Subtract(c, a);
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Vector3 v2 = Vector3Subtract(p, a);
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@ -466,15 +478,15 @@ RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
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float d11 = Vector3DotProduct(v1, v1);
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float d20 = Vector3DotProduct(v2, v0);
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float d21 = Vector3DotProduct(v2, v1);
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float denom = d00*d11 - d01*d01;
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Vector3 result = { 0 };
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result.y = (d11*d20 - d01*d21)/denom;
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result.z = (d00*d21 - d01*d20)/denom;
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result.x = 1.0f - (result.z + result.y);
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return result;
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}
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@ -598,7 +610,7 @@ RMDEF Matrix MatrixInvert(Matrix mat)
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RMDEF Matrix MatrixNormalize(Matrix mat)
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{
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Matrix result = { 0 };
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float det = MatrixDeterminant(mat);
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result.m0 = mat.m0/det;
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@ -617,15 +629,15 @@ RMDEF Matrix MatrixNormalize(Matrix mat)
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result.m13 = mat.m13/det;
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result.m14 = mat.m14/det;
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result.m15 = mat.m15/det;
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return result;
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}
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// Returns identity matrix
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RMDEF Matrix MatrixIdentity(void)
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{
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Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f };
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@ -685,9 +697,9 @@ RMDEF Matrix MatrixSubstract(Matrix left, Matrix right)
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// Returns translation matrix
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RMDEF Matrix MatrixTranslate(float x, float y, float z)
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{
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Matrix result = { 1.0f, 0.0f, 0.0f, x,
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0.0f, 1.0f, 0.0f, y,
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0.0f, 0.0f, 1.0f, z,
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Matrix result = { 1.0f, 0.0f, 0.0f, x,
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0.0f, 1.0f, 0.0f, y,
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0.0f, 0.0f, 1.0f, z,
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0.0f, 0.0f, 0.0f, 1.0f };
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return result;
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@ -724,12 +736,12 @@ RMDEF Matrix MatrixRotate(Vector3 axis, float angle)
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result.m5 = y*y*t + cosres;
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result.m6 = z*y*t + x*sinres;
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result.m7 = 0.0f;
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result.m8 = x*z*t + y*sinres;
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result.m9 = y*z*t - x*sinres;
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result.m10 = z*z*t + cosres;
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result.m11 = 0.0f;
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result.m12 = 0.0f;
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result.m13 = 0.0f;
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result.m14 = 0.0f;
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@ -789,9 +801,9 @@ RMDEF Matrix MatrixRotateZ(float angle)
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// Returns scaling matrix
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RMDEF Matrix MatrixScale(float x, float y, float z)
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{
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Matrix result = { x, 0.0f, 0.0f, 0.0f,
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0.0f, y, 0.0f, 0.0f,
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0.0f, 0.0f, z, 0.0f,
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Matrix result = { x, 0.0f, 0.0f, 0.0f,
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0.0f, y, 0.0f, 0.0f,
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0.0f, 0.0f, z, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f };
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return result;
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@ -859,11 +871,11 @@ RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top,
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// NOTE: Angle should be provided in radians
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RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far)
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{
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double top = near*tan(fovy*0.5);
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double top = near*tan(fovy*0.5);
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double right = top*aspect;
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Matrix result = MatrixFrustum(-right, right, -top, top, near, far);
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return result;
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return result;
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}
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// Returns orthographic projection matrix
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@ -906,7 +918,7 @@ RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
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x = Vector3Normalize(x);
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Vector3 y = Vector3CrossProduct(z, x);
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y = Vector3Normalize(y);
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result.m0 = x.x;
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result.m1 = x.y;
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result.m2 = x.z;
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@ -976,7 +988,7 @@ RMDEF float QuaternionLength(Quaternion q)
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RMDEF Quaternion QuaternionNormalize(Quaternion q)
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{
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Quaternion result = { 0 };
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float length, ilength;
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length = QuaternionLength(q);
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if (length == 0.0f) length = 1.0f;
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@ -986,7 +998,7 @@ RMDEF Quaternion QuaternionNormalize(Quaternion q)
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result.y = q.y*ilength;
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result.z = q.z*ilength;
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result.w = q.w*ilength;
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return result;
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}
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@ -996,17 +1008,17 @@ RMDEF Quaternion QuaternionInvert(Quaternion q)
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Quaternion result = q;
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float length = QuaternionLength(q);
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float lengthSq = length*length;
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if (lengthSq != 0.0)
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{
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float i = 1.0f/lengthSq;
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result.x *= -i;
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result.y *= -i;
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result.z *= -i;
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result.w *= i;
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}
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return result;
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}
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@ -1044,7 +1056,7 @@ RMDEF Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount)
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{
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Quaternion result = QuaternionLerp(q1, q2, amount);
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result = QuaternionNormalize(result);
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return result;
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}
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@ -1096,13 +1108,13 @@ RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
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result.y = cross.y;
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result.z = cross.y;
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result.w = 1.0f + cos2Theta; // NOTE: Added QuaternioIdentity()
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// Normalize to essentially nlerp the original and identity to 0.5
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result = QuaternionNormalize(result);
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result = QuaternionNormalize(result);
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// Above lines are equivalent to:
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//Quaternion result = QuaternionNlerp(q, QuaternionIdentity(), 0.5f);
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return result;
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}
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@ -1172,7 +1184,7 @@ RMDEF Matrix QuaternionToMatrix(Quaternion q)
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float x2 = x + x;
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float y2 = y + y;
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float z2 = z + z;
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float length = QuaternionLength(q);
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float lengthSquared = length*length;
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@ -1204,7 +1216,7 @@ RMDEF Matrix QuaternionToMatrix(Quaternion q)
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result.m13 = 0.0f;
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result.m14 = 0.0f;
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result.m15 = 1.0f;
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return result;
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}
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@ -1219,7 +1231,7 @@ RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
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angle *= 0.5f;
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axis = Vector3Normalize(axis);
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float sinres = sinf(angle);
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float cosres = cosf(angle);
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@ -1277,7 +1289,7 @@ RMDEF Quaternion QuaternionFromEuler(float roll, float pitch, float yaw)
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q.y = x0*y1*z0 + x1*y0*z1;
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q.z = x0*y0*z1 - x1*y1*z0;
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q.w = x0*y0*z0 + x1*y1*z1;
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return q;
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}
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@ -1300,9 +1312,9 @@ RMDEF Vector3 QuaternionToEuler(Quaternion q)
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// yaw (z-axis rotation)
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float z0 = 2.0f*(q.w*q.z + q.x*q.y);
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float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z);
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float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z);
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result.z = atan2f(z0, z1)*RAD2DEG;
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return result;
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}
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@ -1315,7 +1327,7 @@ RMDEF Quaternion QuaternionTransform(Quaternion q, Matrix mat)
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result.y = mat.m1*q.x + mat.m5*q.y + mat.m9*q.z + mat.m13*q.w;
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result.z = mat.m2*q.x + mat.m6*q.y + mat.m10*q.z + mat.m14*q.w;
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result.w = mat.m3*q.x + mat.m7*q.y + mat.m11*q.z + mat.m15*q.w;
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return result;
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}
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