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@ -189,8 +189,10 @@ RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float slerp); // |
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RMDEF Quaternion QuaternionFromMatrix(Matrix matrix); // Returns a quaternion for a given rotation matrix |
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RMDEF Matrix QuaternionToMatrix(Quaternion q); // Returns a matrix for a given quaternion |
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RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle); // Returns rotation quaternion for an angle and axis |
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RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle); // Returns the rotation angle and axis for a given quaternion |
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RMDEF void QuaternionTransform(Quaternion *q, Matrix mat); // Transform a quaternion given a transformation matrix |
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RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle); // Returns the rotation angle and axis for a given quaternion |
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RMDEF Quaternion QuaternionFromEuler(float roll, float pitch, float yaw); // Returns he quaternion equivalent to Euler angles |
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RMDEF Vector3 QuaternionToEuler(Quaternion q); // Return the Euler angles equivalent to quaternion (roll, pitch, yaw) |
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RMDEF void QuaternionTransform(Quaternion *q, Matrix mat); // Transform a quaternion given a transformation matrix |
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#endif // notdef RAYMATH_EXTERN_INLINE |
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@ -1180,6 +1182,50 @@ RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle |
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*outAngle = resAngle; |
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} |
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// Returns he quaternion equivalent to Euler angles |
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RMDEF Quaternion QuaternionFromEuler(float roll, float pitch, float yaw) |
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{ |
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Quaternion q = { 0 }; |
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float x0 = cosf(roll*0.5f); |
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float x1 = sinf(roll*0.5f); |
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float y0 = cosf(pitch*0.5f); |
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float y1 = sinf(pitch*0.5f); |
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float z0 = cosf(yaw*0.5f); |
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float z1 = sinf(yaw*0.5f); |
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q.x = x1*y0*z0 - x0*y1*z1; |
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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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// Return the Euler angles equivalent to quaternion (roll, pitch, yaw) |
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RMDEF Vector3 QuaternionToEuler(Quaternion q) |
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{ |
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Vector3 v = { 0 }; |
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// roll (x-axis rotation) |
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float x0 = 2.0f*(q.w*q.x + q.y*q.z); |
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float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y); |
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v.x = atan2f(x0, x1); |
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// pitch (y-axis rotation) |
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float y0 = 2.0f*(q.w*q.y - q.z*q.x); |
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y0 = y0 > 1.0f ? 1.0f : y0; |
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y0 = y0 < -1.0f ? -1.0f : y0; |
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v.y = asinf(y0); |
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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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v.z = atan2f(z0, z1); |
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return v; |
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} |
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// Transform a quaternion given a transformation matrix |
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RMDEF void QuaternionTransform(Quaternion *q, Matrix mat) |
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{ |
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