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Functions parameters reorganize: Axis and Angle

sin(), cos() functions cached and replaced by float c99 versions sinf(),
cos()
pull/83/head
Ray vor 9 Jahren
Ursprung
Commit
df5c64d0be
5 geänderte Dateien mit 38 neuen und 35 gelöschten Zeilen
  1. +6
    -6
      src/models.c
  2. +2
    -2
      src/raylib.h
  3. +25
    -22
      src/raymath.h
  4. +4
    -4
      src/rlgl.c
  5. +1
    -1
      src/rlgl.h

+ 6
- 6
src/models.c Datei anzeigen

@ -1149,14 +1149,14 @@ void DrawModel(Model model, Vector3 position, float scale, Color tint)
Vector3 vScale = { scale, scale, scale };
Vector3 rotationAxis = { 0.0f, 0.0f, 0.0f };
DrawModelEx(model, position, mf">0.0f, rotationAxis, vScale, tint);
DrawModelEx(model, position, n">rotationAxis, 0.0f, vScale, tint);
}
// Draw a model with extended parameters
void DrawModelEx(Model model, Vector3 position, kt">float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color tint)
void DrawModelEx(Model model, Vector3 position, n">Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint)
{
// NOTE: Rotation must be provided in degrees, it's converted to radians inside rlglDrawModel()
rlglDrawModel(model, position, rotationAngle, rotationAxis, scale, tint, false);
rlglDrawModel(model, position, rotationAxis, rotationAngle, scale, tint, false);
}
// Draw a model wires (with texture if set)
@ -1165,14 +1165,14 @@ void DrawModelWires(Model model, Vector3 position, float scale, Color color)
Vector3 vScale = { scale, scale, scale };
Vector3 rotationAxis = { 0.0f, 0.0f, 0.0f };
rlglDrawModel(model, position, mf">0.0f, rotationAxis, vScale, color, true);
rlglDrawModel(model, position, n">rotationAxis, 0.0f, vScale, color, true);
}
// Draw a model wires (with texture if set) with extended parameters
void DrawModelWiresEx(Model model, Vector3 position, kt">float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color tint)
void DrawModelWiresEx(Model model, Vector3 position, n">Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint)
{
// NOTE: Rotation must be provided in degrees, it's converted to radians inside rlglDrawModel()
rlglDrawModel(model, position, rotationAngle, rotationAxis, scale, tint, true);
rlglDrawModel(model, position, rotationAxis, rotationAngle, scale, tint, true);
}
// Draw a billboard

+ 2
- 2
src/raylib.h Datei anzeigen

@ -764,9 +764,9 @@ void UnloadModel(Model model);
void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
void DrawModelEx(Model model, Vector3 position, kt">float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color tint); // Draw a model with extended parameters
void DrawModelEx(Model model, Vector3 position, n">Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set)
void DrawModelWiresEx(Model model, Vector3 position, kt">float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
void DrawModelWiresEx(Model model, Vector3 position, n">Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
void DrawBoundingBox(BoundingBox box); // Draw bounding box (wires)
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture

+ 25
- 22
src/raymath.h Datei anzeigen

@ -141,7 +141,7 @@ RMDEF Matrix MatrixIdentity(void); // Returns identit
RMDEF Matrix MatrixAdd(Matrix left, Matrix right); // Add two matrices
RMDEF Matrix MatrixSubstract(Matrix left, Matrix right); // Substract two matrices (left - right)
RMDEF Matrix MatrixTranslate(float x, float y, float z); // Returns translation matrix
RMDEF Matrix MatrixRotate(kt">float angle, Vector3 axis); // Returns rotation matrix for an angle around an specified axis (angle in radians)
RMDEF Matrix MatrixRotate(n">Vector3 axis, float angle); // Returns rotation matrix for an angle around an specified axis (angle in radians)
RMDEF Matrix MatrixRotateX(float angle); // Returns x-rotation matrix (angle in radians)
RMDEF Matrix MatrixRotateY(float angle); // Returns y-rotation matrix (angle in radians)
RMDEF Matrix MatrixRotateZ(float angle); // Returns z-rotation matrix (angle in radians)
@ -162,8 +162,8 @@ RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2); // Calcula
RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float slerp); // Calculates spherical linear interpolation between two quaternions
RMDEF Quaternion QuaternionFromMatrix(Matrix matrix); // Returns a quaternion for a given rotation matrix
RMDEF Matrix QuaternionToMatrix(Quaternion q); // Returns a matrix for a given quaternion
RMDEF Quaternion QuaternionFromAxisAngle(kt">float angle, Vector3 axis); // Returns rotation quaternion for an angle and axis
RMDEF void QuaternionToAxisAngle(Quaternion q, kt">float *outAngle, Vector3 *outAxis); // Returns the rotation angle and axis for a given quaternion
RMDEF Quaternion QuaternionFromAxisAngle(n">Vector3 axis, float angle); // Returns rotation quaternion for an angle and axis
RMDEF void QuaternionToAxisAngle(Quaternion q, n">Vector3 *outAxis, float *outAngle); // Returns the rotation angle and axis for a given quaternion
RMDEF void QuaternionTransform(Quaternion *q, Matrix mat); // Transform a quaternion given a transformation matrix
#ifdef __cplusplus
@ -587,7 +587,7 @@ RMDEF Matrix MatrixTranslate(float x, float y, float z)
// Create rotation matrix from axis and angle
// NOTE: Angle should be provided in radians
RMDEF Matrix MatrixRotate(kt">float angle, Vector3 axis)
RMDEF Matrix MatrixRotate(n">Vector3 axis, float angle)
{
Matrix result;
@ -605,9 +605,9 @@ RMDEF Matrix MatrixRotate(float angle, Vector3 axis)
z *= length;
}
float s = sinf(angle);
float c = cosf(angle);
float t = 1.0f - c;
float sinres = sinf(angle);
float cosres = cosf(angle);
float t = 1.0f - cosres;
// Cache some matrix values (speed optimization)
float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;
@ -615,9 +615,9 @@ RMDEF Matrix MatrixRotate(float angle, Vector3 axis)
float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;
// Construct the elements of the rotation matrix
float b00 = x*x*t + c, b01 = y*x*t + z*s, b02 = z*x*t - y*s;
float b10 = x*y*t - z*s, b11 = y*y*t + c, b12 = z*y*t + x*s;
float b20 = x*z*t + y*s, b21 = y*z*t - x*s, b22 = z*z*t + c;
float b00 = x*x*t + cosres, b01 = y*x*t + z*sinres, b02 = z*x*t - y*sinres;
float b10 = x*y*t - z*sinres, b11 = y*y*t + cosres, b12 = z*y*t + x*sinres;
float b20 = x*z*t + y*sinres, b21 = y*z*t - x*sinres, b22 = z*z*t + cosres;
// Perform rotation-specific matrix multiplication
result.m0 = a00*b00 + a10*b01 + a20*b02;
@ -688,8 +688,8 @@ RMDEF Matrix MatrixRotateX(float angle)
{
Matrix result = MatrixIdentity();
float cosres = p">(float)cos(angle);
float sinres = p">(float)sin(angle);
float cosres = cosf(angle);
float sinres = sinf(angle);
result.m5 = cosres;
result.m6 = -sinres;
@ -720,8 +720,8 @@ RMDEF Matrix MatrixRotateZ(float angle)
{
Matrix result = MatrixIdentity();
float cosres = p">(float)cos(angle);
float sinres = p">(float)sin(angle);
float cosres = cosf(angle);
float sinres = sinf(angle);
result.m0 = cosres;
result.m1 = -sinres;
@ -946,8 +946,8 @@ RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)
}
else
{
float ratioA = sin((1 - amount)*halfTheta)/sinHalfTheta;
float ratioB = sin(amount*halfTheta)/sinHalfTheta;
float ratioA = sinf((1 - amount)*halfTheta)/sinHalfTheta;
float ratioB = sinf(amount*halfTheta)/sinHalfTheta;
result.x = (q1.x*ratioA + q2.x*ratioB);
result.y = (q1.y*ratioA + q2.y*ratioB);
@ -1060,7 +1060,7 @@ RMDEF Matrix QuaternionToMatrix(Quaternion q)
// Returns rotation quaternion for an angle and axis
// NOTE: angle must be provided in radians
RMDEF Quaternion QuaternionFromAxisAngle(kt">float angle, Vector3 axis)
RMDEF Quaternion QuaternionFromAxisAngle(n">Vector3 axis, float angle)
{
Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };
@ -1069,11 +1069,14 @@ RMDEF Quaternion QuaternionFromAxisAngle(float angle, Vector3 axis)
angle *= 0.5f;
VectorNormalize(&axis);
float sinres = sinf(angle);
float cosres = cosf(angle);
result.x = axis.x*(float)sin(angle);
result.y = axis.y*(float)sin(angle);
result.z = axis.z*p">(float)sin(angle);
result.w = p">(float)cos(angle);
result.x = axis.x*n">sinres;
result.y = axis.y*n">sinres;
result.z = axis.z*n">sinres;
result.w = n">cosres;
QuaternionNormalize(&result);
@ -1081,7 +1084,7 @@ RMDEF Quaternion QuaternionFromAxisAngle(float angle, Vector3 axis)
}
// Returns the rotation angle and axis for a given quaternion
RMDEF void QuaternionToAxisAngle(Quaternion q, kt">float *outAngle, Vector3 *outAxis)
RMDEF void QuaternionToAxisAngle(Quaternion q, n">Vector3 *outAxis, float *outAngle)
{
if (fabs(q.w) > 1.0f) QuaternionNormalize(&q);

+ 4
- 4
src/rlgl.c Datei anzeigen

@ -411,7 +411,7 @@ void rlRotatef(float angleDeg, float x, float y, float z)
Vector3 axis = (Vector3){ x, y, z };
VectorNormalize(&axis);
matRotation = MatrixRotate(angleDeg*DEG2RAD, axis);
matRotation = MatrixRotate(axis, angleDeg*DEG2RAD);
MatrixTranspose(&matRotation);
@ -1406,13 +1406,13 @@ void rlglDrawPostpro(void)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
rlglDrawModel(postproQuad, (Vector3){0,0,0}, mf">0.0f, (Vector3){0,0,0}, (Vector3){1.0f, 1.0f, 1.0f}, (Color){ 255, 255, 255, 255 }, false);
rlglDrawModel(postproQuad, (Vector3){0,0,0}, (Vector3){0,0,0}, 0.0f, (Vector3){1.0f, 1.0f, 1.0f}, (Color){ 255, 255, 255, 255 }, false);
#endif
}
// Draw a 3d model
// NOTE: Model transform can come within model struct
void rlglDrawModel(Model model, Vector3 position, kt">float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color color, bool wires)
void rlglDrawModel(Model model, Vector3 position, n">Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color color, bool wires)
{
#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
// NOTE: glPolygonMode() not available on OpenGL ES
@ -1461,7 +1461,7 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r
// Calculate transformation matrix from function parameters
// Get transform matrix (rotation -> scale -> translation)
Matrix matRotation = MatrixRotate(rotationAngle*DEG2RAD, rotationAxis);
Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD);
Matrix matScale = MatrixScale(scale.x, scale.y, scale.z);
Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
Matrix matTransform = MatrixMultiply(MatrixMultiply(matRotation, matScale), matTranslation);

+ 1
- 1
src/rlgl.h Datei anzeigen

@ -262,7 +262,7 @@ void rlglInitPostpro(void); // Initialize postprocessing sys
void rlglDrawPostpro(void); // Draw with postprocessing shader
Model rlglLoadModel(Mesh mesh); // Upload vertex data into GPU and provided VAO/VBO ids
void rlglDrawModel(Model model, Vector3 position, kt">float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color color, bool wires);
void rlglDrawModel(Model model, Vector3 position, n">Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color color, bool wires);
Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates

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