mirror of
https://github.com/raysan5/raylib.git
synced 2025-11-12 13:28:49 +00:00
REVIEWED: raymath: MatrixCompose()
This commit is contained in:
@@ -2553,38 +2553,37 @@ RMAPI int QuaternionEquals(Quaternion p, Quaternion q)
|
||||
}
|
||||
|
||||
// Compose a transformation matrix from rotational, translational and scaling components
|
||||
RMAPI Matrix MatrixCompose( Vector3 translation, Quaternion rotation, Vector3 scale )
|
||||
// TODO: This function is not following raymath conventions defined in header: NOT self-contained
|
||||
RMAPI Matrix MatrixCompose(Vector3 translation, Quaternion rotation, Vector3 scale)
|
||||
{
|
||||
// Initialize vectors
|
||||
Vector3 right = { 1.0f, 0.0f, 0.0f };
|
||||
Vector3 up = { 0.0f, 1.0f, 0.0f };
|
||||
Vector3 forward = { 0.0f, 0.0f, 1.0f };
|
||||
|
||||
//Initialize Vectors
|
||||
Vector3 right = { 1, 0, 0 };
|
||||
Vector3 up = { 0, 1, 0 };
|
||||
Vector3 forward = { 0, 0, 1 };
|
||||
// Scale vectors
|
||||
right = Vector3Scale(right, scale.x);
|
||||
up = Vector3Scale(up, scale.y);
|
||||
forward = Vector3Scale(forward , scale.z);
|
||||
|
||||
//Scale Vectors
|
||||
right = Vector3Scale( right , scale.x );
|
||||
up = Vector3Scale( up , scale.y );
|
||||
forward = Vector3Scale( forward , scale.z );
|
||||
|
||||
//Rotate Vectors
|
||||
right = Vector3RotateByQuaternion( right , rotation );
|
||||
up = Vector3RotateByQuaternion( up , rotation );
|
||||
forward = Vector3RotateByQuaternion( forward, rotation );
|
||||
// Rotate vectors
|
||||
right = Vector3RotateByQuaternion(right, rotation);
|
||||
up = Vector3RotateByQuaternion(up, rotation);
|
||||
forward = Vector3RotateByQuaternion(forward, rotation);
|
||||
|
||||
// Set matrix output
|
||||
// Set result matrix output
|
||||
Matrix result = {
|
||||
right.x, up.x, forward.x, position.x,
|
||||
right.y, up.y, forward.y, position.y,
|
||||
right.z, up.z, forward.z, position.z,
|
||||
0, 0, 0, 1
|
||||
0.0f, 0.0f, 0.0f, 1.0f
|
||||
};
|
||||
|
||||
// Return matrix output
|
||||
return result;
|
||||
|
||||
}
|
||||
|
||||
// Decompose a transformation matrix into its rotational, translational and scaling components and remove shear
|
||||
// TODO: This function is not following raymath conventions defined in header: NOT self-contained
|
||||
RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotation, Vector3 *scale)
|
||||
{
|
||||
float eps = (float)1e-9;
|
||||
@@ -2619,10 +2618,7 @@ RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotatio
|
||||
|
||||
// X Scale
|
||||
scl.x = Vector3Length(matColumns[0]);
|
||||
if (scl.x > eps)
|
||||
{
|
||||
matColumns[0] = Vector3Scale(matColumns[0], 1.0f / scl.x);
|
||||
}
|
||||
if (scl.x > eps) matColumns[0] = Vector3Scale(matColumns[0], 1.0f / scl.x);
|
||||
|
||||
// Compute XY shear and make col2 orthogonal
|
||||
shear[0] = Vector3DotProduct(matColumns[0], matColumns[1]);
|
||||
|
||||
Reference in New Issue
Block a user