Bump to raylib 5.5-dev
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13 changed files with 295 additions and 112 deletions
91
lib/raymath.h
vendored
91
lib/raymath.h
vendored
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@ -175,7 +175,7 @@ typedef struct float16 {
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// Clamp float value
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RMAPI float Clamp(float value, float min, float max)
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{
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float result = (value < min) ? min : value;
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float result = (value < min)? min : value;
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if (result > max) result = max;
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@ -962,12 +962,12 @@ RMAPI Vector3 Vector3CubicHermite(Vector3 v1, Vector3 tangent1, Vector3 v2, Vect
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{
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Vector3 result = { 0 };
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float amountPow2 = amount * amount;
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float amountPow3 = amount * amount * amount;
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float amountPow2 = amount*amount;
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float amountPow3 = amount*amount*amount;
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result.x = (2 * amountPow3 - 3 * amountPow2 + 1) * v1.x + (amountPow3 - 2 * amountPow2 + amount) * tangent1.x + (-2 * amountPow3 + 3 * amountPow2) * v2.x + (amountPow3 - amountPow2) * tangent2.x;
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result.y = (2 * amountPow3 - 3 * amountPow2 + 1) * v1.y + (amountPow3 - 2 * amountPow2 + amount) * tangent1.y + (-2 * amountPow3 + 3 * amountPow2) * v2.y + (amountPow3 - amountPow2) * tangent2.y;
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result.z = (2 * amountPow3 - 3 * amountPow2 + 1) * v1.z + (amountPow3 - 2 * amountPow2 + amount) * tangent1.z + (-2 * amountPow3 + 3 * amountPow2) * v2.z + (amountPow3 - amountPow2) * tangent2.z;
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result.x = (2*amountPow3 - 3*amountPow2 + 1)*v1.x + (amountPow3 - 2*amountPow2 + amount)*tangent1.x + (-2*amountPow3 + 3*amountPow2)*v2.x + (amountPow3 - amountPow2)*tangent2.x;
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result.y = (2*amountPow3 - 3*amountPow2 + 1)*v1.y + (amountPow3 - 2*amountPow2 + amount)*tangent1.y + (-2*amountPow3 + 3*amountPow2)*v2.y + (amountPow3 - amountPow2)*tangent2.y;
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result.z = (2*amountPow3 - 3*amountPow2 + 1)*v1.z + (amountPow3 - 2*amountPow2 + amount)*tangent1.z + (-2*amountPow3 + 3*amountPow2)*v2.z + (amountPow3 - amountPow2)*tangent2.z;
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return result;
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}
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@ -1837,32 +1837,32 @@ RMAPI Matrix MatrixScale(float x, float y, float z)
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}
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// Get perspective projection matrix
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RMAPI Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far)
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RMAPI Matrix MatrixFrustum(double left, double right, double bottom, double top, double nearPlane, double farPlane)
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{
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Matrix result = { 0 };
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float rl = (float)(right - left);
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float tb = (float)(top - bottom);
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float fn = (float)(far - near);
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float fn = (float)(farPlane - nearPlane);
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result.m0 = ((float)near*2.0f)/rl;
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result.m0 = ((float)nearPlane*2.0f)/rl;
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result.m1 = 0.0f;
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result.m2 = 0.0f;
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result.m3 = 0.0f;
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result.m4 = 0.0f;
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result.m5 = ((float)near*2.0f)/tb;
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result.m5 = ((float)nearPlane*2.0f)/tb;
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result.m6 = 0.0f;
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result.m7 = 0.0f;
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result.m8 = ((float)right + (float)left)/rl;
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result.m9 = ((float)top + (float)bottom)/tb;
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result.m10 = -((float)far + (float)near)/fn;
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result.m10 = -((float)farPlane + (float)nearPlane)/fn;
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result.m11 = -1.0f;
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result.m12 = 0.0f;
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result.m13 = 0.0f;
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result.m14 = -((float)far*(float)near*2.0f)/fn;
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result.m14 = -((float)farPlane*(float)nearPlane*2.0f)/fn;
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result.m15 = 0.0f;
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return result;
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@ -2218,12 +2218,12 @@ RMAPI Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)
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// as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic
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RMAPI Quaternion QuaternionCubicHermiteSpline(Quaternion q1, Quaternion outTangent1, Quaternion q2, Quaternion inTangent2, float t)
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{
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float t2 = t * t;
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float t3 = t2 * t;
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float h00 = 2 * t3 - 3 * t2 + 1;
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float h10 = t3 - 2 * t2 + t;
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float h01 = -2 * t3 + 3 * t2;
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float h11 = t3 - t2;
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float t2 = t*t;
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float t3 = t2*t;
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float h00 = 2*t3 - 3*t2 + 1;
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float h10 = t3 - 2*t2 + t;
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float h01 = -2*t3 + 3*t2;
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float h11 = t3 - t2;
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Quaternion p0 = QuaternionScale(q1, h00);
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Quaternion m0 = QuaternionScale(outTangent1, h10);
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@ -2525,4 +2525,59 @@ RMAPI int QuaternionEquals(Quaternion p, Quaternion q)
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return result;
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}
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// Decompose a transformation matrix into its rotational, translational and scaling components
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RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotation, Vector3 *scale)
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{
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// Extract translation.
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translation->x = mat.m12;
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translation->y = mat.m13;
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translation->z = mat.m14;
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// Extract upper-left for determinant computation
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const float a = mat.m0;
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const float b = mat.m4;
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const float c = mat.m8;
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const float d = mat.m1;
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const float e = mat.m5;
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const float f = mat.m9;
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const float g = mat.m2;
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const float h = mat.m6;
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const float i = mat.m10;
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const float A = e*i - f*h;
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const float B = f*g - d*i;
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const float C = d*h - e*g;
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// Extract scale
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const float det = a*A + b*B + c*C;
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Vector3 abc = { a, b, c };
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Vector3 def = { d, e, f };
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Vector3 ghi = { g, h, i };
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float scalex = Vector3Length(abc);
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float scaley = Vector3Length(def);
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float scalez = Vector3Length(ghi);
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Vector3 s = { scalex, scaley, scalez };
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if (det < 0) s = Vector3Negate(s);
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*scale = s;
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// Remove scale from the matrix if it is not close to zero
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Matrix clone = mat;
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if (!FloatEquals(det, 0))
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{
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clone.m0 /= s.x;
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clone.m5 /= s.y;
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clone.m10 /= s.z;
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// Extract rotation
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*rotation = QuaternionFromMatrix(clone);
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}
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else
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{
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// Set to identity if close to zero
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*rotation = QuaternionIdentity();
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}
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}
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#endif // RAYMATH_H
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