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Diffstat (limited to 'libs/raylib/src/raymath.h')
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diff --git a/libs/raylib/src/raymath.h b/libs/raylib/src/raymath.h new file mode 100644 index 0000000..18b154c --- /dev/null +++ b/libs/raylib/src/raymath.h @@ -0,0 +1,1405 @@ +/********************************************************************************************** +* +* raymath v1.2 - Math functions to work with Vector3, Matrix and Quaternions +* +* CONFIGURATION: +* +* #define RAYMATH_IMPLEMENTATION +* Generates the implementation of the library into the included file. +* If not defined, the library is in header only mode and can be included in other headers +* or source files without problems. But only ONE file should hold the implementation. +* +* #define RAYMATH_HEADER_ONLY +* Define static inline functions code, so #include header suffices for use. +* This may use up lots of memory. +* +* #define RAYMATH_STANDALONE +* Avoid raylib.h header inclusion in this file. +* Vector3 and Matrix data types are defined internally in raymath module. +* +* +* LICENSE: zlib/libpng +* +* Copyright (c) 2015-2020 Ramon Santamaria (@raysan5) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#ifndef RAYMATH_H +#define RAYMATH_H + +//#define RAYMATH_STANDALONE // NOTE: To use raymath as standalone lib, just uncomment this line +//#define RAYMATH_HEADER_ONLY // NOTE: To compile functions as static inline, uncomment this line + +#ifndef RAYMATH_STANDALONE + #include "raylib.h" // Required for structs: Vector3, Matrix +#endif + +#if defined(RAYMATH_IMPLEMENTATION) && defined(RAYMATH_HEADER_ONLY) + #error "Specifying both RAYMATH_IMPLEMENTATION and RAYMATH_HEADER_ONLY is contradictory" +#endif + +#if defined(RAYMATH_IMPLEMENTATION) + #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED) + #define RMDEF __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll). + #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED) + #define RMDEF __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll) + #else + #define RMDEF extern inline // Provide external definition + #endif +#elif defined(RAYMATH_HEADER_ONLY) + #define RMDEF static inline // Functions may be inlined, no external out-of-line definition +#else + #if defined(__TINYC__) + #define RMDEF static inline // plain inline not supported by tinycc (See issue #435) + #else + #define RMDEF inline // Functions may be inlined or external definition used + #endif +#endif + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +#ifndef PI + #define PI 3.14159265358979323846 +#endif + +#ifndef DEG2RAD + #define DEG2RAD (PI/180.0f) +#endif + +#ifndef RAD2DEG + #define RAD2DEG (180.0f/PI) +#endif + +// Return float vector for Matrix +#ifndef MatrixToFloat + #define MatrixToFloat(mat) (MatrixToFloatV(mat).v) +#endif + +// Return float vector for Vector3 +#ifndef Vector3ToFloat + #define Vector3ToFloat(vec) (Vector3ToFloatV(vec).v) +#endif + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- + +#if defined(RAYMATH_STANDALONE) + // Vector2 type + typedef struct Vector2 { + float x; + float y; + } Vector2; + + // Vector3 type + typedef struct Vector3 { + float x; + float y; + float z; + } Vector3; + + // Quaternion type + typedef struct Quaternion { + float x; + float y; + float z; + float w; + } Quaternion; + + // Matrix type (OpenGL style 4x4 - right handed, column major) + typedef struct Matrix { + float m0, m4, m8, m12; + float m1, m5, m9, m13; + float m2, m6, m10, m14; + float m3, m7, m11, m15; + } Matrix; +#endif + +// NOTE: Helper types to be used instead of array return types for *ToFloat functions +typedef struct float3 { float v[3]; } float3; +typedef struct float16 { float v[16]; } float16; + +#include <math.h> // Required for: sinf(), cosf(), tan(), fabs() + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Utils math +//---------------------------------------------------------------------------------- + +// Clamp float value +RMDEF float Clamp(float value, float min, float max) +{ + const float res = value < min ? min : value; + return res > max ? max : res; +} + +// Calculate linear interpolation between two floats +RMDEF float Lerp(float start, float end, float amount) +{ + return start + amount*(end - start); +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Vector2 math +//---------------------------------------------------------------------------------- + +// Vector with components value 0.0f +RMDEF Vector2 Vector2Zero(void) +{ + Vector2 result = { 0.0f, 0.0f }; + return result; +} + +// Vector with components value 1.0f +RMDEF Vector2 Vector2One(void) +{ + Vector2 result = { 1.0f, 1.0f }; + return result; +} + +// Add two vectors (v1 + v2) +RMDEF Vector2 Vector2Add(Vector2 v1, Vector2 v2) +{ + Vector2 result = { v1.x + v2.x, v1.y + v2.y }; + return result; +} + +// Subtract two vectors (v1 - v2) +RMDEF Vector2 Vector2Subtract(Vector2 v1, Vector2 v2) +{ + Vector2 result = { v1.x - v2.x, v1.y - v2.y }; + return result; +} + +// Calculate vector length +RMDEF float Vector2Length(Vector2 v) +{ + float result = sqrtf((v.x*v.x) + (v.y*v.y)); + return result; +} + +// Calculate two vectors dot product +RMDEF float Vector2DotProduct(Vector2 v1, Vector2 v2) +{ + float result = (v1.x*v2.x + v1.y*v2.y); + return result; +} + +// Calculate distance between two vectors +RMDEF float Vector2Distance(Vector2 v1, Vector2 v2) +{ + float result = sqrtf((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y)); + return result; +} + +// Calculate angle from two vectors in X-axis +RMDEF float Vector2Angle(Vector2 v1, Vector2 v2) +{ + float result = atan2f(v2.y - v1.y, v2.x - v1.x)*(180.0f/PI); + if (result < 0) result += 360.0f; + return result; +} + +// Scale vector (multiply by value) +RMDEF Vector2 Vector2Scale(Vector2 v, float scale) +{ + Vector2 result = { v.x*scale, v.y*scale }; + return result; +} + +// Multiply vector by vector +RMDEF Vector2 Vector2MultiplyV(Vector2 v1, Vector2 v2) +{ + Vector2 result = { v1.x*v2.x, v1.y*v2.y }; + return result; +} + +// Negate vector +RMDEF Vector2 Vector2Negate(Vector2 v) +{ + Vector2 result = { -v.x, -v.y }; + return result; +} + +// Divide vector by a float value +RMDEF Vector2 Vector2Divide(Vector2 v, float div) +{ + Vector2 result = { v.x/div, v.y/div }; + return result; +} + +// Divide vector by vector +RMDEF Vector2 Vector2DivideV(Vector2 v1, Vector2 v2) +{ + Vector2 result = { v1.x/v2.x, v1.y/v2.y }; + return result; +} + +// Normalize provided vector +RMDEF Vector2 Vector2Normalize(Vector2 v) +{ + Vector2 result = Vector2Divide(v, Vector2Length(v)); + return result; +} + +// Calculate linear interpolation between two vectors +RMDEF Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount) +{ + Vector2 result = { 0 }; + + result.x = v1.x + amount*(v2.x - v1.x); + result.y = v1.y + amount*(v2.y - v1.y); + + return result; +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Vector3 math +//---------------------------------------------------------------------------------- + +// Vector with components value 0.0f +RMDEF Vector3 Vector3Zero(void) +{ + Vector3 result = { 0.0f, 0.0f, 0.0f }; + return result; +} + +// Vector with components value 1.0f +RMDEF Vector3 Vector3One(void) +{ + Vector3 result = { 1.0f, 1.0f, 1.0f }; + return result; +} + +// Add two vectors +RMDEF Vector3 Vector3Add(Vector3 v1, Vector3 v2) +{ + Vector3 result = { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z }; + return result; +} + +// Subtract two vectors +RMDEF Vector3 Vector3Subtract(Vector3 v1, Vector3 v2) +{ + Vector3 result = { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z }; + return result; +} + +// Multiply vector by scalar +RMDEF Vector3 Vector3Multiply(Vector3 v, float scalar) +{ + Vector3 result = { v.x*scalar, v.y*scalar, v.z*scalar }; + return result; +} + +// Multiply vector by vector +RMDEF Vector3 Vector3MultiplyV(Vector3 v1, Vector3 v2) +{ + Vector3 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z }; + return result; +} + +// Calculate two vectors cross product +RMDEF Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2) +{ + Vector3 result = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x }; + return result; +} + +// Calculate one vector perpendicular vector +RMDEF Vector3 Vector3Perpendicular(Vector3 v) +{ + Vector3 result = { 0 }; + + float min = (float) fabs(v.x); + Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f}; + + if (fabs(v.y) < min) + { + min = (float) fabs(v.y); + Vector3 tmp = {0.0f, 1.0f, 0.0f}; + cardinalAxis = tmp; + } + + if (fabs(v.z) < min) + { + Vector3 tmp = {0.0f, 0.0f, 1.0f}; + cardinalAxis = tmp; + } + + result = Vector3CrossProduct(v, cardinalAxis); + + return result; +} + +// Calculate vector length +RMDEF float Vector3Length(const Vector3 v) +{ + float result = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); + return result; +} + +// Calculate two vectors dot product +RMDEF float Vector3DotProduct(Vector3 v1, Vector3 v2) +{ + float result = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); + return result; +} + +// Calculate distance between two vectors +RMDEF float Vector3Distance(Vector3 v1, Vector3 v2) +{ + float dx = v2.x - v1.x; + float dy = v2.y - v1.y; + float dz = v2.z - v1.z; + float result = sqrtf(dx*dx + dy*dy + dz*dz); + return result; +} + +// Scale provided vector +RMDEF Vector3 Vector3Scale(Vector3 v, float scale) +{ + Vector3 result = { v.x*scale, v.y*scale, v.z*scale }; + return result; +} + +// Negate provided vector (invert direction) +RMDEF Vector3 Vector3Negate(Vector3 v) +{ + Vector3 result = { -v.x, -v.y, -v.z }; + return result; +} + +// Divide vector by a float value +RMDEF Vector3 Vector3Divide(Vector3 v, float div) +{ + Vector3 result = { v.x / div, v.y / div, v.z / div }; + return result; +} + +// Divide vector by vector +RMDEF Vector3 Vector3DivideV(Vector3 v1, Vector3 v2) +{ + Vector3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z }; + return result; +} + +// Normalize provided vector +RMDEF Vector3 Vector3Normalize(Vector3 v) +{ + Vector3 result = v; + + float length, ilength; + length = Vector3Length(v); + if (length == 0.0f) length = 1.0f; + ilength = 1.0f/length; + + result.x *= ilength; + result.y *= ilength; + result.z *= ilength; + + return result; +} + +// Orthonormalize provided vectors +// Makes vectors normalized and orthogonal to each other +// Gram-Schmidt function implementation +RMDEF void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2) +{ + *v1 = Vector3Normalize(*v1); + Vector3 vn = Vector3CrossProduct(*v1, *v2); + vn = Vector3Normalize(vn); + *v2 = Vector3CrossProduct(vn, *v1); +} + +// Transforms a Vector3 by a given Matrix +RMDEF Vector3 Vector3Transform(Vector3 v, Matrix mat) +{ + Vector3 result = { 0 }; + float x = v.x; + float y = v.y; + float z = v.z; + + result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12; + result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13; + result.z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14; + + return result; +} + +// Transform a vector by quaternion rotation +RMDEF Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q) +{ + Vector3 result = { 0 }; + + result.x = v.x*(q.x*q.x + q.w*q.w - q.y*q.y - q.z*q.z) + v.y*(2*q.x*q.y - 2*q.w*q.z) + v.z*(2*q.x*q.z + 2*q.w*q.y); + result.y = v.x*(2*q.w*q.z + 2*q.x*q.y) + v.y*(q.w*q.w - q.x*q.x + q.y*q.y - q.z*q.z) + v.z*(-2*q.w*q.x + 2*q.y*q.z); + result.z = v.x*(-2*q.w*q.y + 2*q.x*q.z) + v.y*(2*q.w*q.x + 2*q.y*q.z)+ v.z*(q.w*q.w - q.x*q.x - q.y*q.y + q.z*q.z); + + return result; +} + +// Calculate linear interpolation between two vectors +RMDEF Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount) +{ + Vector3 result = { 0 }; + + result.x = v1.x + amount*(v2.x - v1.x); + result.y = v1.y + amount*(v2.y - v1.y); + result.z = v1.z + amount*(v2.z - v1.z); + + return result; +} + +// Calculate reflected vector to normal +RMDEF Vector3 Vector3Reflect(Vector3 v, Vector3 normal) +{ + // I is the original vector + // N is the normal of the incident plane + // R = I - (2*N*( DotProduct[ I,N] )) + + Vector3 result = { 0 }; + + float dotProduct = Vector3DotProduct(v, normal); + + result.x = v.x - (2.0f*normal.x)*dotProduct; + result.y = v.y - (2.0f*normal.y)*dotProduct; + result.z = v.z - (2.0f*normal.z)*dotProduct; + + return result; +} + +// Return min value for each pair of components +RMDEF Vector3 Vector3Min(Vector3 v1, Vector3 v2) +{ + Vector3 result = { 0 }; + + result.x = fminf(v1.x, v2.x); + result.y = fminf(v1.y, v2.y); + result.z = fminf(v1.z, v2.z); + + return result; +} + +// Return max value for each pair of components +RMDEF Vector3 Vector3Max(Vector3 v1, Vector3 v2) +{ + Vector3 result = { 0 }; + + result.x = fmaxf(v1.x, v2.x); + result.y = fmaxf(v1.y, v2.y); + result.z = fmaxf(v1.z, v2.z); + + return result; +} + +// Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c) +// NOTE: Assumes P is on the plane of the triangle +RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c) +{ + //Vector v0 = b - a, v1 = c - a, v2 = p - a; + + Vector3 v0 = Vector3Subtract(b, a); + Vector3 v1 = Vector3Subtract(c, a); + Vector3 v2 = Vector3Subtract(p, a); + float d00 = Vector3DotProduct(v0, v0); + float d01 = Vector3DotProduct(v0, v1); + float d11 = Vector3DotProduct(v1, v1); + float d20 = Vector3DotProduct(v2, v0); + float d21 = Vector3DotProduct(v2, v1); + + float denom = d00*d11 - d01*d01; + + Vector3 result = { 0 }; + + result.y = (d11*d20 - d01*d21)/denom; + result.z = (d00*d21 - d01*d20)/denom; + result.x = 1.0f - (result.z + result.y); + + return result; +} + +// Returns Vector3 as float array +RMDEF float3 Vector3ToFloatV(Vector3 v) +{ + float3 buffer = { 0 }; + + buffer.v[0] = v.x; + buffer.v[1] = v.y; + buffer.v[2] = v.z; + + return buffer; +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Matrix math +//---------------------------------------------------------------------------------- + +// Compute matrix determinant +RMDEF float MatrixDeterminant(Matrix mat) +{ + float result = { 0 }; + + // Cache the matrix values (speed optimization) + float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3; + float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7; + float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11; + float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15; + + result = a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 + + a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 + + a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 + + a30*a11*a02*a23 - a10*a31*a02*a23 - a30*a01*a12*a23 + a00*a31*a12*a23 + + a10*a01*a32*a23 - a00*a11*a32*a23 - a20*a11*a02*a33 + a10*a21*a02*a33 + + a20*a01*a12*a33 - a00*a21*a12*a33 - a10*a01*a22*a33 + a00*a11*a22*a33; + + return result; +} + +// Returns the trace of the matrix (sum of the values along the diagonal) +RMDEF float MatrixTrace(Matrix mat) +{ + float result = (mat.m0 + mat.m5 + mat.m10 + mat.m15); + return result; +} + +// Transposes provided matrix +RMDEF Matrix MatrixTranspose(Matrix mat) +{ + Matrix result = { 0 }; + + result.m0 = mat.m0; + result.m1 = mat.m4; + result.m2 = mat.m8; + result.m3 = mat.m12; + result.m4 = mat.m1; + result.m5 = mat.m5; + result.m6 = mat.m9; + result.m7 = mat.m13; + result.m8 = mat.m2; + result.m9 = mat.m6; + result.m10 = mat.m10; + result.m11 = mat.m14; + result.m12 = mat.m3; + result.m13 = mat.m7; + result.m14 = mat.m11; + result.m15 = mat.m15; + + return result; +} + +// Invert provided matrix +RMDEF Matrix MatrixInvert(Matrix mat) +{ + Matrix result = { 0 }; + + // Cache the matrix values (speed optimization) + float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3; + float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7; + float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11; + float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15; + + float b00 = a00*a11 - a01*a10; + float b01 = a00*a12 - a02*a10; + float b02 = a00*a13 - a03*a10; + float b03 = a01*a12 - a02*a11; + float b04 = a01*a13 - a03*a11; + float b05 = a02*a13 - a03*a12; + float b06 = a20*a31 - a21*a30; + float b07 = a20*a32 - a22*a30; + float b08 = a20*a33 - a23*a30; + float b09 = a21*a32 - a22*a31; + float b10 = a21*a33 - a23*a31; + float b11 = a22*a33 - a23*a32; + + // Calculate the invert determinant (inlined to avoid double-caching) + float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06); + + result.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet; + result.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet; + result.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet; + result.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet; + result.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet; + result.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet; + result.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet; + result.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet; + result.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet; + result.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet; + result.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet; + result.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet; + result.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet; + result.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet; + result.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet; + result.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet; + + return result; +} + +// Normalize provided matrix +RMDEF Matrix MatrixNormalize(Matrix mat) +{ + Matrix result = { 0 }; + + float det = MatrixDeterminant(mat); + + result.m0 = mat.m0/det; + result.m1 = mat.m1/det; + result.m2 = mat.m2/det; + result.m3 = mat.m3/det; + result.m4 = mat.m4/det; + result.m5 = mat.m5/det; + result.m6 = mat.m6/det; + result.m7 = mat.m7/det; + result.m8 = mat.m8/det; + result.m9 = mat.m9/det; + result.m10 = mat.m10/det; + result.m11 = mat.m11/det; + result.m12 = mat.m12/det; + result.m13 = mat.m13/det; + result.m14 = mat.m14/det; + result.m15 = mat.m15/det; + + return result; +} + +// Returns identity matrix +RMDEF Matrix MatrixIdentity(void) +{ + Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f }; + + return result; +} + +// Add two matrices +RMDEF Matrix MatrixAdd(Matrix left, Matrix right) +{ + Matrix result = MatrixIdentity(); + + result.m0 = left.m0 + right.m0; + result.m1 = left.m1 + right.m1; + result.m2 = left.m2 + right.m2; + result.m3 = left.m3 + right.m3; + result.m4 = left.m4 + right.m4; + result.m5 = left.m5 + right.m5; + result.m6 = left.m6 + right.m6; + result.m7 = left.m7 + right.m7; + result.m8 = left.m8 + right.m8; + result.m9 = left.m9 + right.m9; + result.m10 = left.m10 + right.m10; + result.m11 = left.m11 + right.m11; + result.m12 = left.m12 + right.m12; + result.m13 = left.m13 + right.m13; + result.m14 = left.m14 + right.m14; + result.m15 = left.m15 + right.m15; + + return result; +} + +// Subtract two matrices (left - right) +RMDEF Matrix MatrixSubtract(Matrix left, Matrix right) +{ + Matrix result = MatrixIdentity(); + + result.m0 = left.m0 - right.m0; + result.m1 = left.m1 - right.m1; + result.m2 = left.m2 - right.m2; + result.m3 = left.m3 - right.m3; + result.m4 = left.m4 - right.m4; + result.m5 = left.m5 - right.m5; + result.m6 = left.m6 - right.m6; + result.m7 = left.m7 - right.m7; + result.m8 = left.m8 - right.m8; + result.m9 = left.m9 - right.m9; + result.m10 = left.m10 - right.m10; + result.m11 = left.m11 - right.m11; + result.m12 = left.m12 - right.m12; + result.m13 = left.m13 - right.m13; + result.m14 = left.m14 - right.m14; + result.m15 = left.m15 - right.m15; + + return result; +} + +// Returns translation matrix +RMDEF Matrix MatrixTranslate(float x, float y, float z) +{ + Matrix result = { 1.0f, 0.0f, 0.0f, x, + 0.0f, 1.0f, 0.0f, y, + 0.0f, 0.0f, 1.0f, z, + 0.0f, 0.0f, 0.0f, 1.0f }; + + return result; +} + +// Create rotation matrix from axis and angle +// NOTE: Angle should be provided in radians +RMDEF Matrix MatrixRotate(Vector3 axis, float angle) +{ + Matrix result = { 0 }; + + float x = axis.x, y = axis.y, z = axis.z; + + float length = sqrtf(x*x + y*y + z*z); + + if ((length != 1.0f) && (length != 0.0f)) + { + length = 1.0f/length; + x *= length; + y *= length; + z *= length; + } + + float sinres = sinf(angle); + float cosres = cosf(angle); + float t = 1.0f - cosres; + + result.m0 = x*x*t + cosres; + result.m1 = y*x*t + z*sinres; + result.m2 = z*x*t - y*sinres; + result.m3 = 0.0f; + + result.m4 = x*y*t - z*sinres; + result.m5 = y*y*t + cosres; + result.m6 = z*y*t + x*sinres; + result.m7 = 0.0f; + + result.m8 = x*z*t + y*sinres; + result.m9 = y*z*t - x*sinres; + result.m10 = z*z*t + cosres; + result.m11 = 0.0f; + + result.m12 = 0.0f; + result.m13 = 0.0f; + result.m14 = 0.0f; + result.m15 = 1.0f; + + return result; +} + +// Returns xyz-rotation matrix (angles in radians) +RMDEF Matrix MatrixRotateXYZ(Vector3 ang) +{ + Matrix result = MatrixIdentity(); + + float cosz = cosf(-ang.z); + float sinz = sinf(-ang.z); + float cosy = cosf(-ang.y); + float siny = sinf(-ang.y); + float cosx = cosf(-ang.x); + float sinx = sinf(-ang.x); + + result.m0 = cosz * cosy; + result.m4 = (cosz * siny * sinx) - (sinz * cosx); + result.m8 = (cosz * siny * cosx) + (sinz * sinx); + + result.m1 = sinz * cosy; + result.m5 = (sinz * siny * sinx) + (cosz * cosx); + result.m9 = (sinz * siny * cosx) - (cosz * sinx); + + result.m2 = -siny; + result.m6 = cosy * sinx; + result.m10= cosy * cosx; + + return result; +} + +// Returns x-rotation matrix (angle in radians) +RMDEF Matrix MatrixRotateX(float angle) +{ + Matrix result = MatrixIdentity(); + + float cosres = cosf(angle); + float sinres = sinf(angle); + + result.m5 = cosres; + result.m6 = -sinres; + result.m9 = sinres; + result.m10 = cosres; + + return result; +} + +// Returns y-rotation matrix (angle in radians) +RMDEF Matrix MatrixRotateY(float angle) +{ + Matrix result = MatrixIdentity(); + + float cosres = cosf(angle); + float sinres = sinf(angle); + + result.m0 = cosres; + result.m2 = sinres; + result.m8 = -sinres; + result.m10 = cosres; + + return result; +} + +// Returns z-rotation matrix (angle in radians) +RMDEF Matrix MatrixRotateZ(float angle) +{ + Matrix result = MatrixIdentity(); + + float cosres = cosf(angle); + float sinres = sinf(angle); + + result.m0 = cosres; + result.m1 = -sinres; + result.m4 = sinres; + result.m5 = cosres; + + return result; +} + +// Returns scaling matrix +RMDEF Matrix MatrixScale(float x, float y, float z) +{ + Matrix result = { x, 0.0f, 0.0f, 0.0f, + 0.0f, y, 0.0f, 0.0f, + 0.0f, 0.0f, z, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f }; + + return result; +} + +// Returns two matrix multiplication +// NOTE: When multiplying matrices... the order matters! +RMDEF Matrix MatrixMultiply(Matrix left, Matrix right) +{ + Matrix result = { 0 }; + + result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12; + result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13; + result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14; + result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15; + result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12; + result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13; + result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14; + result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15; + result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12; + result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13; + result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14; + result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15; + result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12; + result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13; + result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14; + result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15; + + return result; +} + +// Returns perspective projection matrix +RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far) +{ + Matrix result = { 0 }; + + float rl = (float)(right - left); + float tb = (float)(top - bottom); + float fn = (float)(far - near); + + result.m0 = ((float) near*2.0f)/rl; + result.m1 = 0.0f; + result.m2 = 0.0f; + result.m3 = 0.0f; + + result.m4 = 0.0f; + result.m5 = ((float) near*2.0f)/tb; + result.m6 = 0.0f; + result.m7 = 0.0f; + + result.m8 = ((float)right + (float)left)/rl; + result.m9 = ((float)top + (float)bottom)/tb; + result.m10 = -((float)far + (float)near)/fn; + result.m11 = -1.0f; + + result.m12 = 0.0f; + result.m13 = 0.0f; + result.m14 = -((float)far*(float)near*2.0f)/fn; + result.m15 = 0.0f; + + return result; +} + +// Returns perspective projection matrix +// NOTE: Angle should be provided in radians +RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far) +{ + double top = near*tan(fovy*0.5); + double right = top*aspect; + Matrix result = MatrixFrustum(-right, right, -top, top, near, far); + + return result; +} + +// Returns orthographic projection matrix +RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far) +{ + Matrix result = { 0 }; + + float rl = (float)(right - left); + float tb = (float)(top - bottom); + float fn = (float)(far - near); + + result.m0 = 2.0f/rl; + result.m1 = 0.0f; + result.m2 = 0.0f; + result.m3 = 0.0f; + result.m4 = 0.0f; + result.m5 = 2.0f/tb; + result.m6 = 0.0f; + result.m7 = 0.0f; + result.m8 = 0.0f; + result.m9 = 0.0f; + result.m10 = -2.0f/fn; + result.m11 = 0.0f; + result.m12 = -((float)left + (float)right)/rl; + result.m13 = -((float)top + (float)bottom)/tb; + result.m14 = -((float)far + (float)near)/fn; + result.m15 = 1.0f; + + return result; +} + +// Returns camera look-at matrix (view matrix) +RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up) +{ + Matrix result = { 0 }; + + Vector3 z = Vector3Subtract(eye, target); + z = Vector3Normalize(z); + Vector3 x = Vector3CrossProduct(up, z); + x = Vector3Normalize(x); + Vector3 y = Vector3CrossProduct(z, x); + y = Vector3Normalize(y); + + result.m0 = x.x; + result.m1 = x.y; + result.m2 = x.z; + result.m3 = 0.0f; + result.m4 = y.x; + result.m5 = y.y; + result.m6 = y.z; + result.m7 = 0.0f; + result.m8 = z.x; + result.m9 = z.y; + result.m10 = z.z; + result.m11 = 0.0f; + result.m12 = eye.x; + result.m13 = eye.y; + result.m14 = eye.z; + result.m15 = 1.0f; + + result = MatrixInvert(result); + + return result; +} + +// Returns float array of matrix data +RMDEF float16 MatrixToFloatV(Matrix mat) +{ + float16 buffer = { 0 }; + + buffer.v[0] = mat.m0; + buffer.v[1] = mat.m1; + buffer.v[2] = mat.m2; + buffer.v[3] = mat.m3; + buffer.v[4] = mat.m4; + buffer.v[5] = mat.m5; + buffer.v[6] = mat.m6; + buffer.v[7] = mat.m7; + buffer.v[8] = mat.m8; + buffer.v[9] = mat.m9; + buffer.v[10] = mat.m10; + buffer.v[11] = mat.m11; + buffer.v[12] = mat.m12; + buffer.v[13] = mat.m13; + buffer.v[14] = mat.m14; + buffer.v[15] = mat.m15; + + return buffer; +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Quaternion math +//---------------------------------------------------------------------------------- + +// Returns identity quaternion +RMDEF Quaternion QuaternionIdentity(void) +{ + Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f }; + return result; +} + +// Computes the length of a quaternion +RMDEF float QuaternionLength(Quaternion q) +{ + float result = (float)sqrt(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); + return result; +} + +// Normalize provided quaternion +RMDEF Quaternion QuaternionNormalize(Quaternion q) +{ + Quaternion result = { 0 }; + + float length, ilength; + length = QuaternionLength(q); + if (length == 0.0f) length = 1.0f; + ilength = 1.0f/length; + + result.x = q.x*ilength; + result.y = q.y*ilength; + result.z = q.z*ilength; + result.w = q.w*ilength; + + return result; +} + +// Invert provided quaternion +RMDEF Quaternion QuaternionInvert(Quaternion q) +{ + Quaternion result = q; + float length = QuaternionLength(q); + float lengthSq = length*length; + + if (lengthSq != 0.0) + { + float i = 1.0f/lengthSq; + + result.x *= -i; + result.y *= -i; + result.z *= -i; + result.w *= i; + } + + return result; +} + +// Calculate two quaternion multiplication +RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2) +{ + Quaternion result = { 0 }; + + float qax = q1.x, qay = q1.y, qaz = q1.z, qaw = q1.w; + float qbx = q2.x, qby = q2.y, qbz = q2.z, qbw = q2.w; + + result.x = qax*qbw + qaw*qbx + qay*qbz - qaz*qby; + result.y = qay*qbw + qaw*qby + qaz*qbx - qax*qbz; + result.z = qaz*qbw + qaw*qbz + qax*qby - qay*qbx; + result.w = qaw*qbw - qax*qbx - qay*qby - qaz*qbz; + + return result; +} + +// Calculate linear interpolation between two quaternions +RMDEF Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount) +{ + Quaternion result = { 0 }; + + result.x = q1.x + amount*(q2.x - q1.x); + result.y = q1.y + amount*(q2.y - q1.y); + result.z = q1.z + amount*(q2.z - q1.z); + result.w = q1.w + amount*(q2.w - q1.w); + + return result; +} + +// Calculate slerp-optimized interpolation between two quaternions +RMDEF Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount) +{ + Quaternion result = QuaternionLerp(q1, q2, amount); + result = QuaternionNormalize(result); + + return result; +} + +// Calculates spherical linear interpolation between two quaternions +RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount) +{ + Quaternion result = { 0 }; + + float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w; + + if (fabs(cosHalfTheta) >= 1.0f) result = q1; + else if (cosHalfTheta > 0.95f) result = QuaternionNlerp(q1, q2, amount); + else + { + float halfTheta = (float) acos(cosHalfTheta); + float sinHalfTheta = (float) sqrt(1.0f - cosHalfTheta*cosHalfTheta); + + if (fabs(sinHalfTheta) < 0.001f) + { + result.x = (q1.x*0.5f + q2.x*0.5f); + result.y = (q1.y*0.5f + q2.y*0.5f); + result.z = (q1.z*0.5f + q2.z*0.5f); + result.w = (q1.w*0.5f + q2.w*0.5f); + } + else + { + 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); + result.z = (q1.z*ratioA + q2.z*ratioB); + result.w = (q1.w*ratioA + q2.w*ratioB); + } + } + + return result; +} + +// Calculate quaternion based on the rotation from one vector to another +RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to) +{ + Quaternion result = { 0 }; + + float cos2Theta = Vector3DotProduct(from, to); + Vector3 cross = Vector3CrossProduct(from, to); + + result.x = cross.x; + result.y = cross.y; + result.z = cross.y; + result.w = 1.0f + cos2Theta; // NOTE: Added QuaternioIdentity() + + // Normalize to essentially nlerp the original and identity to 0.5 + result = QuaternionNormalize(result); + + // Above lines are equivalent to: + //Quaternion result = QuaternionNlerp(q, QuaternionIdentity(), 0.5f); + + return result; +} + +// Returns a quaternion for a given rotation matrix +RMDEF Quaternion QuaternionFromMatrix(Matrix mat) +{ + Quaternion result = { 0 }; + + float trace = MatrixTrace(mat); + + if (trace > 0.0f) + { + float s = (float)sqrt(trace + 1)*2.0f; + float invS = 1.0f/s; + + result.w = s*0.25f; + result.x = (mat.m6 - mat.m9)*invS; + result.y = (mat.m8 - mat.m2)*invS; + result.z = (mat.m1 - mat.m4)*invS; + } + else + { + float m00 = mat.m0, m11 = mat.m5, m22 = mat.m10; + + if (m00 > m11 && m00 > m22) + { + float s = (float)sqrt(1.0f + m00 - m11 - m22)*2.0f; + float invS = 1.0f/s; + + result.w = (mat.m6 - mat.m9)*invS; + result.x = s*0.25f; + result.y = (mat.m4 + mat.m1)*invS; + result.z = (mat.m8 + mat.m2)*invS; + } + else if (m11 > m22) + { + float s = (float)sqrt(1.0f + m11 - m00 - m22)*2.0f; + float invS = 1.0f/s; + + result.w = (mat.m8 - mat.m2)*invS; + result.x = (mat.m4 + mat.m1)*invS; + result.y = s*0.25f; + result.z = (mat.m9 + mat.m6)*invS; + } + else + { + float s = (float)sqrt(1.0f + m22 - m00 - m11)*2.0f; + float invS = 1.0f/s; + + result.w = (mat.m1 - mat.m4)*invS; + result.x = (mat.m8 + mat.m2)*invS; + result.y = (mat.m9 + mat.m6)*invS; + result.z = s*0.25f; + } + } + + return result; +} + +// Returns a matrix for a given quaternion +RMDEF Matrix QuaternionToMatrix(Quaternion q) +{ + Matrix result = { 0 }; + + float x = q.x, y = q.y, z = q.z, w = q.w; + + float x2 = x + x; + float y2 = y + y; + float z2 = z + z; + + float length = QuaternionLength(q); + float lengthSquared = length*length; + + float xx = x*x2/lengthSquared; + float xy = x*y2/lengthSquared; + float xz = x*z2/lengthSquared; + + float yy = y*y2/lengthSquared; + float yz = y*z2/lengthSquared; + float zz = z*z2/lengthSquared; + + float wx = w*x2/lengthSquared; + float wy = w*y2/lengthSquared; + float wz = w*z2/lengthSquared; + + result.m0 = 1.0f - (yy + zz); + result.m1 = xy - wz; + result.m2 = xz + wy; + result.m3 = 0.0f; + result.m4 = xy + wz; + result.m5 = 1.0f - (xx + zz); + result.m6 = yz - wx; + result.m7 = 0.0f; + result.m8 = xz - wy; + result.m9 = yz + wx; + result.m10 = 1.0f - (xx + yy); + result.m11 = 0.0f; + result.m12 = 0.0f; + result.m13 = 0.0f; + result.m14 = 0.0f; + result.m15 = 1.0f; + + return result; +} + +// Returns rotation quaternion for an angle and axis +// NOTE: angle must be provided in radians +RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle) +{ + Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f }; + + if (Vector3Length(axis) != 0.0f) + + angle *= 0.5f; + + axis = Vector3Normalize(axis); + + float sinres = sinf(angle); + float cosres = cosf(angle); + + result.x = axis.x*sinres; + result.y = axis.y*sinres; + result.z = axis.z*sinres; + result.w = cosres; + + result = QuaternionNormalize(result); + + return result; +} + +// Returns the rotation angle and axis for a given quaternion +RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle) +{ + if (fabs(q.w) > 1.0f) q = QuaternionNormalize(q); + + Vector3 resAxis = { 0.0f, 0.0f, 0.0f }; + float resAngle = 0.0f; + + resAngle = 2.0f*(float)acos(q.w); + float den = (float)sqrt(1.0f - q.w*q.w); + + if (den > 0.0001f) + { + resAxis.x = q.x/den; + resAxis.y = q.y/den; + resAxis.z = q.z/den; + } + else + { + // This occurs when the angle is zero. + // Not a problem: just set an arbitrary normalized axis. + resAxis.x = 1.0f; + } + + *outAxis = resAxis; + *outAngle = resAngle; +} + +// Returns he quaternion equivalent to Euler angles +RMDEF Quaternion QuaternionFromEuler(float roll, float pitch, float yaw) +{ + Quaternion q = { 0 }; + + float x0 = cosf(roll*0.5f); + float x1 = sinf(roll*0.5f); + float y0 = cosf(pitch*0.5f); + float y1 = sinf(pitch*0.5f); + float z0 = cosf(yaw*0.5f); + float z1 = sinf(yaw*0.5f); + + q.x = x1*y0*z0 - x0*y1*z1; + q.y = x0*y1*z0 + x1*y0*z1; + q.z = x0*y0*z1 - x1*y1*z0; + q.w = x0*y0*z0 + x1*y1*z1; + + return q; +} + +// Return the Euler angles equivalent to quaternion (roll, pitch, yaw) +// NOTE: Angles are returned in a Vector3 struct in degrees +RMDEF Vector3 QuaternionToEuler(Quaternion q) +{ + Vector3 result = { 0 }; + + // roll (x-axis rotation) + float x0 = 2.0f*(q.w*q.x + q.y*q.z); + float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y); + result.x = atan2f(x0, x1)*RAD2DEG; + + // pitch (y-axis rotation) + float y0 = 2.0f*(q.w*q.y - q.z*q.x); + y0 = y0 > 1.0f ? 1.0f : y0; + y0 = y0 < -1.0f ? -1.0f : y0; + result.y = asinf(y0)*RAD2DEG; + + // yaw (z-axis rotation) + float z0 = 2.0f*(q.w*q.z + q.x*q.y); + float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z); + result.z = atan2f(z0, z1)*RAD2DEG; + + return result; +} + +// Transform a quaternion given a transformation matrix +RMDEF Quaternion QuaternionTransform(Quaternion q, Matrix mat) +{ + Quaternion result = { 0 }; + + result.x = mat.m0*q.x + mat.m4*q.y + mat.m8*q.z + mat.m12*q.w; + result.y = mat.m1*q.x + mat.m5*q.y + mat.m9*q.z + mat.m13*q.w; + result.z = mat.m2*q.x + mat.m6*q.y + mat.m10*q.z + mat.m14*q.w; + result.w = mat.m3*q.x + mat.m7*q.y + mat.m11*q.z + mat.m15*q.w; + + return result; +} + +#endif // RAYMATH_H |