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Merge branch 'master' of https://github.com/raysan5/raylib

pull/2602/head
Ray 2 년 전
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e4229e1be7
2개의 변경된 파일29개의 추가작업 그리고 28개의 파일을 삭제
  1. +4
    -4
      examples/models/models_yaw_pitch_roll.c
  2. +25
    -24
      src/raymath.h

+ 4
- 4
examples/models/models_yaw_pitch_roll.c 파일 보기

@ -63,8 +63,8 @@ int main(void)
} }
// Plane yaw (y-axis) controls // Plane yaw (y-axis) controls
if (IsKeyDown(KEY_S)) yaw += 1.0f;
else if (IsKeyDown(KEY_A)) yaw -= 1.0f;
if (IsKeyDown(KEY_S)) yaw -= 1.0f;
else if (IsKeyDown(KEY_A)) yaw += 1.0f;
else else
{ {
if (yaw > 0.0f) yaw -= 0.5f; if (yaw > 0.0f) yaw -= 0.5f;
@ -72,8 +72,8 @@ int main(void)
} }
// Plane roll (z-axis) controls // Plane roll (z-axis) controls
if (IsKeyDown(KEY_LEFT)) roll += 1.0f;
else if (IsKeyDown(KEY_RIGHT)) roll -= 1.0f;
if (IsKeyDown(KEY_LEFT)) roll -= 1.0f;
else if (IsKeyDown(KEY_RIGHT)) roll += 1.0f;
else else
{ {
if (roll > 0.0f) roll -= 0.5f; if (roll > 0.0f) roll -= 0.5f;

+ 25
- 24
src/raymath.h 파일 보기

@ -1326,8 +1326,8 @@ RMAPI Matrix MatrixRotateX(float angle)
float sinres = sinf(angle); float sinres = sinf(angle);
result.m5 = cosres; result.m5 = cosres;
result.m6 = o">-sinres;
result.m9 = sinres;
result.m6 = sinres;
result.m9 = o">-sinres;
result.m10 = cosres; result.m10 = cosres;
return result; return result;
@ -1346,8 +1346,8 @@ RMAPI Matrix MatrixRotateY(float angle)
float sinres = sinf(angle); float sinres = sinf(angle);
result.m0 = cosres; result.m0 = cosres;
result.m2 = sinres;
result.m8 = o">-sinres;
result.m2 = o">-sinres;
result.m8 = sinres;
result.m10 = cosres; result.m10 = cosres;
return result; return result;
@ -1366,13 +1366,14 @@ RMAPI Matrix MatrixRotateZ(float angle)
float sinres = sinf(angle); float sinres = sinf(angle);
result.m0 = cosres; result.m0 = cosres;
result.m1 = o">-sinres;
result.m4 = sinres;
result.m1 = sinres;
result.m4 = o">-sinres;
result.m5 = cosres; result.m5 = cosres;
return result; return result;
} }
// Get xyz-rotation matrix // Get xyz-rotation matrix
// NOTE: Angle must be provided in radians // NOTE: Angle must be provided in radians
RMAPI Matrix MatrixRotateXYZ(Vector3 angle) RMAPI Matrix MatrixRotateXYZ(Vector3 angle)
@ -1390,15 +1391,15 @@ RMAPI Matrix MatrixRotateXYZ(Vector3 angle)
float sinx = sinf(-angle.x); float sinx = sinf(-angle.x);
result.m0 = cosz*cosy; result.m0 = cosz*cosy;
result.m4 = (cosz*siny*sinx) - (sinz*cosx);
result.m8 = (cosz*siny*cosx) + (sinz*sinx);
result.m1 = (cosz*siny*sinx) - (sinz*cosx);
result.m2 = (cosz*siny*cosx) + (sinz*sinx);
result.m1 = sinz*cosy;
result.m4 = sinz*cosy;
result.m5 = (sinz*siny*sinx) + (cosz*cosx); result.m5 = (sinz*siny*sinx) + (cosz*cosx);
result.m9 = (sinz*siny*cosx) - (cosz*sinx);
result.m6 = (sinz*siny*cosx) - (cosz*sinx);
result.m2 = -siny;
result.m6 = cosy*sinx;
result.m8 = -siny;
result.m9 = cosy*sinx;
result.m10= cosy*cosx; result.m10= cosy*cosx;
return result; return result;
@ -1418,23 +1419,23 @@ RMAPI Matrix MatrixRotateZYX(Vector3 angle)
float sx = sinf(angle.x); float sx = sinf(angle.x);
result.m0 = cz*cy; result.m0 = cz*cy;
result.m1 = cz*sy*sx - cx*sz;
result.m2 = sz*sx + cz*cx*sy;
result.m3 = 0;
result.m4 = cz*sy*sx - cx*sz;
result.m8 = sz*sx + cz*cx*sy;
result.m12 = 0;
result.m4 = cy*sz;
result.m1 = cy*sz;
result.m5 = cz*cx + sz*sy*sx; result.m5 = cz*cx + sz*sy*sx;
result.m6 = cx*sz*sy - cz*sx;
result.m7 = 0;
result.m9 = cx*sz*sy - cz*sx;
result.m13 = 0;
result.m8 = -sy;
result.m9 = cy*sx;
result.m2 = -sy;
result.m6 = cy*sx;
result.m10 = cy*cx; result.m10 = cy*cx;
result.m11 = 0;
result.m12 = 0;
result.m13 = 0;
result.m14 = 0; result.m14 = 0;
result.m3 = 0;
result.m7 = 0;
result.m11 = 0;
result.m15 = 1; result.m15 = 1;
return result; return result;

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