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Adding VectorRotate() function

pull/21/head
Constantine Tarasenkov 11 anni fa
parent
commit
8557a6d8d5
2 ha cambiato i file con 31 aggiunte e 0 eliminazioni
  1. +30
    -0
      src/raymath.c
  2. +1
    -0
      src/raymath.h

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src/raymath.c Vedi File

@ -131,6 +131,36 @@ 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)
{
VectorNormalize(&axis);
float tx = v->x - pivot.x;
float ty = v->y - pivot.y;
float tz = v->z - pivot.z;
float a = (float)(angle * (PI / 180.0));
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 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 = 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->x = xrot + pivot.x;
v->y = yrot + pivot.y;
v->z = zrot + pivot.z;
}
// Negate provided vector (invert direction)
void VectorNegate(Vector3 *v)
{

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src/raymath.h Vedi File

@ -86,6 +86,7 @@ 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 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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