feat(raymath): MatrixDecompose
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@ -2524,4 +2524,59 @@ 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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