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@ -15,6 +15,7 @@ |
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* - Functions use always a "result" variable for return |
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* - Functions are always defined inline |
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* - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience) |
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* - No compound literals used to make sure libray is compatible with C++ |
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* |
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* CONFIGURATION: |
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* #define RAYMATH_IMPLEMENTATION |
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@ -716,12 +717,16 @@ RMAPI Vector3 Vector3Normalize(Vector3 v) |
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//Calculate the projection of the vector v1 on to v2 |
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RMAPI Vector3 Vector3Project(Vector3 v1, Vector3 v2) |
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{ |
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Vector3 result = { 0 }; |
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float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); |
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float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z); |
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float mag = v1dv2/v2dv2; |
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Vector3 result = { v2.x*mag , v2.y*mag, v2.z*mag }; |
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result.x = v2.x*mag; |
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result.y = v2.y*mag; |
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result.z = v2.z*mag; |
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return result; |
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} |
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@ -729,12 +734,16 @@ RMAPI Vector3 Vector3Project(Vector3 v1, Vector3 v2) |
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//Calculate the rejection of the vector v1 on to v2 |
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RMAPI Vector3 Vector3Reject(Vector3 v1, Vector3 v2) |
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{ |
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Vector3 result = { 0 }; |
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float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); |
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float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z); |
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float mag = v1dv2/v2dv2; |
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Vector3 result = { v1.x - (v2.x*mag) , v1.y - (v2.y*mag), v1.z - (v2.z*mag) }; |
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result.x = v1.x - (v2.x*mag); |
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result.y = v1.y - (v2.y*mag); |
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result.z = v1.z - (v2.z*mag); |
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return result; |
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} |
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