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Rotation around pivot point is a specific case of more general rotation function

pull/21/head
Constantine Tarasenkov 10 years ago
parent
commit
60cbb26f9f
2 changed files with 22 additions and 18 deletions
  1. +20
    -17
      src/raymath.c
  2. +2
    -1
      src/raymath.h

+ 20
- 17
src/raymath.c View File

@ -131,34 +131,37 @@ void VectorScale(Vector3 *v, float scale)
v->z *= scale;
}
// Rotate vector by axis and angle around the pivot point
void VectorRotate(Vector3 *v, Vector3 pivot, Vector3 axis, float angle)
// Rotate vector by axis and angle from the global center
void VectorRotate(Vector3 *v, Vector3 axis, float angle)
{
VectorNormalize(&axis);
float tx = v->x - pivot.x;
float ty = v->y - pivot.y;
float tz = v->z - pivot.z;
float a = angle * (PI / 180.0f);
float sina = sin(a);
float cosa = cos(a);
float cosb = 1.0f - cosa;
float xrot = tx * (axis.x * axis.x * cosb + cosa)
+ ty * (axis.x * axis.y * cosb - axis.z * sina)
+ tz * (axis.x * axis.z * cosb + axis.y * sina);
float xrot = v->x * (axis.x * axis.x * cosb + cosa)
+ v->y * (axis.x * axis.y * cosb - axis.z * sina)
+ v->z * (axis.x * axis.z * cosb + axis.y * sina);
float yrot = v->x * (axis.y * axis.x * cosb + axis.z * sina)
+ v->y * (axis.y * axis.y * cosb + cosa)
+ v->z * (axis.y * axis.z * cosb - axis.x * sina);
float yrot = tx * (axis.y * axis.x * cosb + axis.z * sina)
+ ty * (axis.y * axis.y * cosb + cosa)
+ tz * (axis.y * axis.z * cosb - axis.x * sina);
float zrot = v->x * (axis.z * axis.x * cosb - axis.y * sina)
+ v->y * (axis.z * axis.y * cosb + axisclass="p">.x ">*span> sina)
+ v->z * (axis.z * axis.z * cosb + cosa);
float zrot = tx * (axis.z * axis.x * cosb - axis.y * sina)
+ ty * (axis.z * axis.y * cosb + axis.x * sina)
+ tz * (axis.z * axis.z * cosb + cosa);
*v = (Vector3){ xrot, yrot, zrot };
}
v->x = xrot + pivot.x;
v->y = yrot + pivot.y;
v->z = zrot + pivot.z;
// Rotate vector by axis and angle around the pivot point
void VectorRotateAround(Vector3 *v, Vector3 pivot, Vector3 axis, float angle)
{
*v = VectorSubtract(*v, pivot);
VectorRotate(v, axis, angle);
*v = VectorAdd(*v, pivot);
}
// Negate provided vector (invert direction)

+ 2
- 1
src/raymath.h View File

@ -86,7 +86,8 @@ Vector3 VectorPerpendicular(Vector3 v); // Calculate one 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 VectorRotate(Vector3 *v, Vector3 pivot, Vector3 axis, float angle); // Rotate vector by axis and angle around the pivot point
void VectorRotate(Vector3 *v, Vector3 axis, float angle); // Rotate vector by axis and angle from the global center
void VectorRotateAround(Vector3 *v, Vector3 pivot, Vector3 axis, float angle); // Rotate vector by axis and angle around the pivot point
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

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