Update C sources

This commit is contained in:
JupiterRider 2023-04-07 20:23:18 +02:00
parent 22ca1484d1
commit 781c207678
27 changed files with 13963 additions and 4637 deletions

View file

@ -25,7 +25,7 @@
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2015-2022 Ramon Santamaria (@raysan5)
* Copyright (c) 2015-2023 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.
@ -306,10 +306,33 @@ RMAPI float Vector2DistanceSqr(Vector2 v1, Vector2 v2)
return result;
}
// Calculate angle from two vectors
// Calculate angle between two vectors
// NOTE: Angle is calculated from origin point (0, 0)
RMAPI float Vector2Angle(Vector2 v1, Vector2 v2)
{
float result = atan2f(v2.y, v2.x) - atan2f(v1.y, v1.x);
float result = atan2f(v2.y - v1.y, v2.x - v1.x);
return result;
}
// Calculate angle defined by a two vectors line
// NOTE: Parameters need to be normalized
// Current implementation should be aligned with glm::angle
RMAPI float Vector2LineAngle(Vector2 start, Vector2 end)
{
float result = 0.0f;
float dot = start.x*end.x + start.y*end.y; // Dot product
float dotClamp = (dot < -1.0f)? -1.0f : dot; // Clamp
if (dotClamp > 1.0f) dotClamp = 1.0f;
result = acosf(dotClamp);
// Alternative implementation, more costly
//float v1Length = sqrtf((start.x*start.x) + (start.y*start.y));
//float v2Length = sqrtf((end.x*end.x) + (end.y*end.y));
//float result = -acosf((start.x*end.x + start.y*end.y)/(v1Length*v2Length));
return result;
}
@ -889,7 +912,7 @@ RMAPI Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view)
{
Vector3 result = { 0 };
// Calculate unproject matrix (multiply view patrix by projection matrix) and invert it
// Calculate unprojected matrix (multiply view matrix by projection matrix) and invert it
Matrix matViewProj = { // MatrixMultiply(view, projection);
view.m0*projection.m0 + view.m1*projection.m4 + view.m2*projection.m8 + view.m3*projection.m12,
view.m0*projection.m1 + view.m1*projection.m5 + view.m2*projection.m9 + view.m3*projection.m13,
@ -952,7 +975,7 @@ RMAPI Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view)
// Create quaternion from source point
Quaternion quat = { source.x, source.y, source.z, 1.0f };
// Multiply quat point by unproject matrix
// Multiply quat point by unprojecte matrix
Quaternion qtransformed = { // QuaternionTransform(quat, matViewProjInv)
matViewProjInv.m0*quat.x + matViewProjInv.m4*quat.y + matViewProjInv.m8*quat.z + matViewProjInv.m12*quat.w,
matViewProjInv.m1*quat.x + matViewProjInv.m5*quat.y + matViewProjInv.m9*quat.z + matViewProjInv.m13*quat.w,