/********************************************************************************************** * * raymath * * Some useful functions to work with Vector3, Matrix and Quaternions * * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, including commercial * applications, and to alter it and redistribute it freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not claim that you * wrote the original software. If you use this software in a product, an acknowledgment * in the product documentation would be appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be misrepresented * as being the original software. * * 3. This notice may not be removed or altered from any source distribution. * **********************************************************************************************/ #ifndef RAYMATH_H #define RAYMATH_H //#define RAYMATH_STANDALONE // NOTE: To use raymath as standalone lib, just uncomment this line #ifndef RAYMATH_STANDALONE #include "raylib.h" // Required for typedef: Vector3 #endif //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- #ifndef PI #define PI 3.14159265358979323846 #endif #define DEG2RAD (PI / 180.0f) #define RAD2DEG (180.0f / PI) //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- #ifdef RAYMATH_STANDALONE // Vector3 type typedef struct Vector3 { float x; float y; float z; } Vector3; #endif // Matrix type (OpenGL style 4x4 - right handed) typedef struct Matrix { float m0, m4, m8, m12; float m1, m5, m9, m13; float m2, m6, m10, m14; float m3, m7, m11, m15; } Matrix; // Quaternion type typedef struct Quaternion { float x; float y; float z; float w; } Quaternion; #ifdef __cplusplus extern "C" { // Prevents name mangling of functions #endif //------------------------------------------------------------------------------------ // Functions Declaration to work with Vector3 //------------------------------------------------------------------------------------ Vector3 VectorAdd(Vector3 v1, Vector3 v2); // Add two vectors Vector3 VectorSubtract(Vector3 v1, Vector3 v2); // Substract two vectors Vector3 VectorCrossProduct(Vector3 v1, Vector3 v2); // Calculate two vectors cross product Vector3 VectorPerpendicular(Vector3 v); // Calculate one vector perpendicular vector float VectorDotProduct(Vector3 v1, Vector3 v2); // Calculate two vectors dot product float VectorLength(const Vector3 v); // Calculate vector lenght void VectorScale(Vector3 *v, float scale); // Scale provided vector void VectorNegate(Vector3 *v); // Negate provided vector (invert direction) void VectorNormalize(Vector3 *v); // Normalize provided vector float VectorDistance(Vector3 v1, Vector3 v2); // Calculate distance between two points Vector3 VectorLerp(Vector3 v1, Vector3 v2, float amount); // Calculate linear interpolation between two vectors Vector3 VectorReflect(Vector3 vector, Vector3 normal); // Calculate reflected vector to normal void VectorTransform(Vector3 *v, Matrix mat); // Transforms a Vector3 with a given Matrix Vector3 VectorZero(void); // Return a Vector3 init to zero //------------------------------------------------------------------------------------ // Functions Declaration to work with Matrix //------------------------------------------------------------------------------------ float *GetMatrixVector(Matrix mat); // Returns an OpenGL-ready vector (glMultMatrixf) float MatrixDeterminant(Matrix mat); // Compute matrix determinant float MatrixTrace(Matrix mat); // Returns the trace of the matrix (sum of the values along the diagonal) void MatrixTranspose(Matrix *mat); // Transposes provided matrix void MatrixInvert(Matrix *mat); // Invert provided matrix void MatrixNormalize(Matrix *mat); // Normalize provided matrix Matrix MatrixIdentity(void); // Returns identity matrix Matrix MatrixAdd(Matrix left, Matrix right); // Add two matrices Matrix MatrixSubstract(Matrix left, Matrix right); // Substract two matrices (left - right) Matrix MatrixTranslate(float x, float y, float z); // Returns translation matrix Matrix MatrixRotate(float angleX, float angleY, float angleZ); // Returns rotation matrix Matrix MatrixRotateAroundAxis(Vector3 axis, float angle); // Returns rotation matrix for an angle around an specified axis Matrix MatrixRotateAroundAxis2(Vector3 axis, float angle); // Returns rotation matrix for an angle around an specified axis (test another implemntation) Matrix MatrixFromQuaternion(Quaternion q); // Returns rotation matrix for a given quaternion Matrix MatrixRotateX(float angle); // Returns x-rotation matrix (angle in radians) Matrix MatrixRotateY(float angle); // Returns y-rotation matrix (angle in radians) Matrix MatrixRotateZ(float angle); // Returns z-rotation matrix (angle in radians) Matrix MatrixScale(float x, float y, float z); // Returns scaling matrix Matrix MatrixTransform(Vector3 translation, Vector3 rotation, Vector3 scale); // Returns transformation matrix for a given translation, rotation and scale Matrix MatrixMultiply(Matrix left, Matrix right); // Returns two matrix multiplication Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far); // Returns perspective projection matrix Matrix MatrixPerspective(double fovy, double aspect, double near, double far); // Returns perspective projection matrix Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far); // Returns orthographic projection matrix Matrix MatrixLookAt(Vector3 position, Vector3 target, Vector3 up); // Returns camera look-at matrix (view matrix) void PrintMatrix(Matrix m); // Print matrix utility //------------------------------------------------------------------------------------ // Functions Declaration to work with Quaternions //------------------------------------------------------------------------------------ float QuaternionLength(Quaternion quat); // Calculates the length of a quaternion void QuaternionNormalize(Quaternion *q); // Normalize provided quaternion Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2); // Calculate two quaternion multiplication Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float slerp); // Calculates spherical linear interpolation between two quaternions Quaternion QuaternionFromMatrix(Matrix matrix); // Returns a quaternion from a given rotation matrix Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle); // Returns rotation quaternion for an angle around an axis Matrix QuaternionToMatrix(Quaternion q); // Calculates the matrix from the given quaternion void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle); // Returns the axis and the angle for a given quaternion #ifdef __cplusplus } #endif #endif // RAYMATH_H