raymath module review and other changes

Complete review of matrix rotation math
Check compressed textures support
WIP: LoadImageFromData()
This commit is contained in:
raysan5 2015-05-11 00:15:46 +02:00
parent eae98e1c34
commit a7714c842f
8 changed files with 417 additions and 411 deletions

View file

@ -107,15 +107,11 @@ Matrix MatrixIdentity(void); // Returns identity matr
Matrix MatrixAdd(Matrix left, Matrix right); // Add two matrices
Matrix MatrixSubstract(Matrix left, Matrix right); // Substract two matrices (left - right)
Matrix MatrixTranslate(float x, float y, float z); // Returns translation matrix
Matrix MatrixRotate(float axisX, float axisY, float axisZ); // Returns rotation matrix
Matrix MatrixFromAxisAngle(Vector3 axis, float angle); // Returns rotation matrix for an angle around an specified axis
Matrix MatrixFromAxisAngle2(Vector3 axis, float angle); // Returns rotation matrix for an angle around an specified axis (test another implemntation)
Matrix MatrixFromQuaternion(Quaternion q); // Returns rotation matrix for a given quaternion
Matrix MatrixRotate(float angle, Vector3 axis); // Returns rotation matrix for an angle around an specified axis (angle in radians)
Matrix MatrixRotateX(float angle); // Returns x-rotation matrix (angle in radians)
Matrix MatrixRotateY(float angle); // Returns y-rotation matrix (angle in radians)
Matrix MatrixRotateZ(float angle); // Returns z-rotation matrix (angle in radians)
Matrix MatrixScale(float x, float y, float z); // Returns scaling matrix
Matrix MatrixTransform(Vector3 translation, Vector3 rotation, Vector3 scale); // Returns transformation matrix for a given translation, rotation and scale
Matrix MatrixMultiply(Matrix left, Matrix right); // Returns two matrix multiplication
Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far); // Returns perspective projection matrix
Matrix MatrixPerspective(double fovy, double aspect, double near, double far); // Returns perspective projection matrix
@ -126,14 +122,14 @@ void PrintMatrix(Matrix m); // Print matrix utility
//------------------------------------------------------------------------------------
// Functions Declaration to work with Quaternions
//------------------------------------------------------------------------------------
float QuaternionLength(Quaternion quat); // Calculates the length of a quaternion
float QuaternionLength(Quaternion quat); // Compute the length of a quaternion
void QuaternionNormalize(Quaternion *q); // Normalize provided quaternion
Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2); // Calculate two quaternion multiplication
Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float slerp); // Calculates spherical linear interpolation between two quaternions
Quaternion QuaternionFromMatrix(Matrix matrix); // Returns a quaternion from a given rotation matrix
Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle); // Returns rotation quaternion for an angle around an axis
Matrix QuaternionToMatrix(Quaternion q); // Calculates the matrix from the given quaternion
void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle); // Returns the axis and the angle for a given quaternion
Quaternion QuaternionFromMatrix(Matrix matrix); // Returns a quaternion for a given rotation matrix
Matrix QuaternionToMatrix(Quaternion q); // Returns a matrix for a given quaternion
Quaternion QuaternionFromAxisAngle(float angle, Vector3 axis); // Returns rotation quaternion for an angle and axis
void QuaternionToAxisAngle(Quaternion q, float *outAngle, Vector3 *outAxis); // Returns the rotation angle and axis for a given quaternion
void QuaternionTransform(Quaternion *q, Matrix mat); // Transform a quaternion given a transformation matrix
#ifdef __cplusplus