#ifndef RAYMATH_H
#define RAYMATH_H
#ifndef RAYMATH_STANDALONE
#include "raylib.h"
#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
#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
#define RMDEF __declspec(dllimport)
#else
#define RMDEF extern inline
#endif
#elif defined(RAYMATH_HEADER_ONLY)
#define RMDEF static inline
#else
#if defined(__TINYC__)
#define RMDEF static inline
#else
#define RMDEF inline
#endif
#endif
#ifndef PI
#define PI 3.14159265358979323846
#endif
#ifndef DEG2RAD
#define DEG2RAD (PI / 180.0f)
#endif
#ifndef RAD2DEG
#define RAD2DEG (180.0f / PI)
#endif
#ifndef MatrixToFloat
#define MatrixToFloat(mat) (MatrixToFloatV(mat).v)
#endif
#ifndef Vector3ToFloat
#define Vector3ToFloat(vec) (Vector3ToFloatV(vec).v)
#endif
#if defined(RAYMATH_STANDALONE)
typedef struct Vector2
{
float x;
float y;
} Vector2;
typedef struct Vector3
{
float x;
float y;
float z;
} Vector3;
typedef struct Quaternion
{
float x;
float y;
float z;
float w;
} Quaternion;
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
typedef struct float3
{
float v[3];
} float3;
typedef struct float16
{
float v[16];
} float16;
#include <math.h>
RMDEF float Clamp(float value, float min, float max)
{
const float res = value < min ? min : value;
return res > max ? max : res;
}
RMDEF float Lerp(float start, float end, float amount)
{
return start + amount * (end - start);
}
RMDEF Vector2 Vector2Zero(void)
{
Vector2 result = {0.0f, 0.0f};
return result;
}
RMDEF Vector2 Vector2One(void)
{
Vector2 result = {1.0f, 1.0f};
return result;
}
RMDEF Vector2 Vector2Add(Vector2 v1, Vector2 v2)
{
Vector2 result = {v1.x + v2.x, v1.y + v2.y};
return result;
}
RMDEF Vector2 Vector2Subtract(Vector2 v1, Vector2 v2)
{
Vector2 result = {v1.x - v2.x, v1.y - v2.y};
return result;
}
RMDEF float Vector2Length(Vector2 v)
{
float result = sqrtf((v.x * v.x) + (v.y * v.y));
return result;
}
RMDEF float Vector2DotProduct(Vector2 v1, Vector2 v2)
{
float result = (v1.x * v2.x + v1.y * v2.y);
return result;
}
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;
}
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;
}
RMDEF Vector2 Vector2Scale(Vector2 v, float scale)
{
Vector2 result = {v.x * scale, v.y * scale};
return result;
}
RMDEF Vector2 Vector2MultiplyV(Vector2 v1, Vector2 v2)
{
Vector2 result = {v1.x * v2.x, v1.y * v2.y};
return result;
}
RMDEF Vector2 Vector2Negate(Vector2 v)
{
Vector2 result = {-v.x, -v.y};
return result;
}
RMDEF Vector2 Vector2Divide(Vector2 v, float div)
{
Vector2 result = {v.x / div, v.y / div};
return result;
}
RMDEF Vector2 Vector2DivideV(Vector2 v1, Vector2 v2)
{
Vector2 result = {v1.x / v2.x, v1.y / v2.y};
return result;
}
RMDEF Vector2 Vector2Normalize(Vector2 v)
{
Vector2 result = Vector2Divide(v, Vector2Length(v));
return result;
}
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;
}
RMDEF Vector2 Vector2Rotate(Vector2 v, float degs)
{
float rads = degs * DEG2RAD;
Vector2 result = {v.x * cosf(rads) - v.y * sinf(rads), v.x * sinf(rads) + v.y * cosf(rads)};
return result;
}
RMDEF Vector3 Vector3Zero(void)
{
Vector3 result = {0.0f, 0.0f, 0.0f};
return result;
}
RMDEF Vector3 Vector3One(void)
{
Vector3 result = {1.0f, 1.0f, 1.0f};
return result;
}
RMDEF Vector3 Vector3Add(Vector3 v1, Vector3 v2)
{
Vector3 result = {v1.x + v2.x, v1.y + v2.y, v1.z + v2.z};
return result;
}
RMDEF Vector3 Vector3Subtract(Vector3 v1, Vector3 v2)
{
Vector3 result = {v1.x - v2.x, v1.y - v2.y, v1.z - v2.z};
return result;
}
RMDEF Vector3 Vector3Scale(Vector3 v, float scalar)
{
Vector3 result = {v.x * scalar, v.y * scalar, v.z * scalar};
return result;
}
RMDEF Vector3 Vector3Multiply(Vector3 v1, Vector3 v2)
{
Vector3 result = {v1.x * v2.x, v1.y * v2.y, v1.z * v2.z};
return result;
}
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;
}
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;
}
RMDEF float Vector3Length(const Vector3 v)
{
float result = sqrtf(v.x * v.x + v.y * v.y + v.z * v.z);
return result;
}
RMDEF float Vector3DotProduct(Vector3 v1, Vector3 v2)
{
float result = (v1.x * v2.x + v1.y * v2.y + v1.z * v2.z);
return result;
}
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;
}
RMDEF Vector3 Vector3Negate(Vector3 v)
{
Vector3 result = {-v.x, -v.y, -v.z};
return result;
}
RMDEF Vector3 Vector3Divide(Vector3 v, float div)
{
Vector3 result = {v.x / div, v.y / div, v.z / div};
return result;
}
RMDEF Vector3 Vector3DivideV(Vector3 v1, Vector3 v2)
{
Vector3 result = {v1.x / v2.x, v1.y / v2.y, v1.z / v2.z};
return result;
}
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;
}
RMDEF void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2)
{
*v1 = Vector3Normalize(*v1);
Vector3 vn = Vector3CrossProduct(*v1, *v2);
vn = Vector3Normalize(vn);
*v2 = Vector3CrossProduct(vn, *v1);
}
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;
}
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;
}
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;
}
RMDEF Vector3 Vector3Reflect(Vector3 v, Vector3 normal)
{
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;
}
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;
}
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;
}
RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
{
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;
}
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;
}
RMDEF float MatrixDeterminant(Matrix mat)
{
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 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;
}
RMDEF float MatrixTrace(Matrix mat)
{
float result = (mat.m0 + mat.m5 + mat.m10 + mat.m15);
return result;
}
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;
}
RMDEF Matrix MatrixInvert(Matrix mat)
{
Matrix result = {0};
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;
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
RMDEF Quaternion QuaternionIdentity(void)
{
Quaternion result = {0.0f, 0.0f, 0.0f, 1.0f};
return result;
}
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;
}
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;
}
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;
}
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;
}
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;
}
RMDEF Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount)
{
Quaternion result = QuaternionLerp(q1, q2, amount);
result = QuaternionNormalize(result);
return result;
}
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 = acosf(cosHalfTheta);
float sinHalfTheta = sqrtf(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;
}
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;
result = QuaternionNormalize(result);
return result;
}
RMDEF Quaternion QuaternionFromMatrix(Matrix mat)
{
Quaternion result = {0};
float trace = MatrixTrace(mat);
if (trace > 0.0f)
{
float s = sqrtf(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 = sqrtf(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 = sqrtf(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;
}
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;
}
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;
}
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 = 2.0f * acosf(q.w);
float den = sqrtf(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
{
resAxis.x = 1.0f;
}
*outAxis = resAxis;
*outAngle = resAngle;
}
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;
}
RMDEF Vector3 QuaternionToEuler(Quaternion q)
{
Vector3 result = {0};
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;
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;
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;
}
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