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