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Prerelease
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Prerelease
Author | SHA1 | Date | |
---|---|---|---|
a64f129bf7 | |||
fd2289cee3 | |||
03f0193df7 | |||
1eae732718 | |||
32046d88cd | |||
93759ba545 |
@@ -4,13 +4,10 @@ PROJECT(J3ML
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LANGUAGES CXX
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)
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if (PROJECT_SOURCE_DIR STREQUAL PROJECT_BINARY_DIR)
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message(FATAL_ERROR "In-source builds are not allowed")
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endif()
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set(CMAKE_CXX_STANDARD 20)
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#set(CMAKE_POSITION_INDEPENDENT_CODE ON)
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if (WIN32)
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@@ -1,3 +1,4 @@
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#include <J3ML/LinearAlgebra/Vector2.h>
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#include <J3ML/LinearAlgebra/Vector3.h>
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#pragma once
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@@ -19,19 +20,12 @@ namespace Geometry {
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class Triangle2D;
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class Polygon2D;
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struct IntersectionResult2D {
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};
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struct IntersectionResult2D {};
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bool Intersects2D(LineSegment2D seg, Rectangle rect);
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IntersectionResult2D GetIntersection2D(LineSegment2D seg, Rectangle rect);
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// A 3D axis-aligned bounding box
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// This data structure can be used to represent coarse bounds of objects, in situations where detailed triangle-level
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// computations can be avoided. In physics systems, bounding boxes are used as an efficient early-out test for geometry
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@@ -13,6 +13,12 @@ namespace LinearAlgebra
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float angle;
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public:
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AxisAngle();
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AxisAngle(const Vector3& axis, float angle);
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AxisAngle(const Vector3 &axis, float angle);
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EulerAngle ToEulerAngleXYZ() const;
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Quaternion ToQuaternion() const;
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static AxisAngle FromEulerAngleXYZ(const EulerAngle&);
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};
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}
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@@ -11,8 +11,13 @@ public:
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EulerAngle();
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EulerAngle(float pitch, float yaw, float roll);
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EulerAngle(const Vector3& vec) : pitch(vec.x), yaw(vec.y), roll(vec.z) {}
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static EulerAngle FromRadians(float radians);
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static EulerAngle FromDegrees(float degrees);
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AxisAngle ToAxisAngle() const;
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explicit EulerAngle(const Quaternion& orientation);
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explicit EulerAngle(const AxisAngle& orientation);
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/// TODO: Implement separate upper and lower bounds
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/// Preserves internal value of euler angles, normalizes and clamps the output.
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/// This does not solve gimbal lock!!!
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@@ -43,16 +43,39 @@ namespace LinearAlgebra {
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Vector3 GetRow(int index) const;
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Vector3 GetColumn(int index) const;
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float At(int x, int y) const;
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/// Creates a new M3x3 that rotates about the given axis by the given angle
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static Matrix3x3 RotateAxisAngle(const Vector3& rhs);
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void SetRotatePart(const Vector3& a, float angle);
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static Matrix3x3 RotateFromTo(const Vector3& source, const Vector3& direction);
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/// Creates a new M3x3 that rotates about the given axis by the given angle
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static Matrix3x3 RotateAxisAngle(const Vector3& axis, float angleRadians);
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static Matrix3x3 RotateFromTo(const Vector3& source, const Vector3& direction)
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{
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}
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void SetRow(int i, const Vector3 &vector3);
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void SetColumn(int i, const Vector3& vector);
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void Orthonormalize(int c0, int c1, int c2)
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{
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Vector3 v0 = GetColumn(c0);
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Vector3 v1 = GetColumn(c1);
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Vector3 v2 = GetColumn(c2);
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Vector3::Orthonormalize(v0, v1, v2);
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SetColumn(c0, v0);
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SetColumn(c1, v1);
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SetColumn(c2, v2);
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}
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static Matrix3x3 LookAt(const Vector3& forward, const Vector3& target, const Vector3& localUp, const Vector3& worldUp);
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static Matrix3x3 FromQuat(const Quaternion& orientation);
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static Matrix3x3 FromQuat(const Quaternion& orientation)
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{
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return Matrix3x3(orientation);
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}
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Quaternion ToQuat() const;
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@@ -1,42 +1,79 @@
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#pragma once
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#include <J3ML/LinearAlgebra.h>
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#include <J3ML/LinearAlgebra/Quaternion.h>
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namespace LinearAlgebra {
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/// A 4-by-4 matrix for affine transformations and perspective projections of 3D geometry.
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/* This matrix can represent the most generic form of transformations for 3D objects,
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* including perspective projections, which a 4-by-3 cannot store,
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* and translations, which a 3-by-3 cannot represent.
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* The elements of this matrix are
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* m_00, m_01, m_02, m_03
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* m_10, m_11, m_12, m_13
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* m_20, m_21, m_22, xm_23,
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* m_30, m_31, m_32, m_33
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*
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* The element m_yx is the value on the row y and column x.
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* You can access m_yx using the double-bracket notation m[y][x]
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*/
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/* This matrix can represent the most generic form of transformations for 3D objects,
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* including perspective projections, which a 4-by-3 cannot store,
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* and translations, which a 3-by-3 cannot represent.
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* The elements of this matrix are
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* m_00, m_01, m_02, m_03
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* m_10, m_11, m_12, m_13
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* m_20, m_21, m_22, am_23,
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* m_30, m_31, m_32, m_33
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*
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* The element m_yx is the value on the row y and column x.
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* You can access m_yx using the double-bracket notation m[y][x]
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*/
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class Matrix4x4 {
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public:
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enum { Rows = 4 };
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enum { Cols = 4 };
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// A constant matrix that has zeroes in all its entries
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static const Matrix4x4 Zero;
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// A constant matrix that is the identity.
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static const Matrix4x4 Identity;
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// A compile-time constant float4x4 which has NaN in each element.
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// For this constant, each element has the value of quet NaN, or Not-A-Number.
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// Never compare a matrix to this value. Due to how IEEE floats work, "nan == nan" returns false!
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static const Matrix4x4 NaN;
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Matrix4x4() {}
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Matrix4x4(float val);
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Matrix4x4(const Matrix3x3&);
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Matrix4x4(float m00, float m01, float m02, float m03,
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float m10, float m11, float m12, float m13,
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float m20, float m21, float m22, float m23,
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float m30, float m31, float m32, float m33);
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Matrix4x4(const Vector4& r1, const Vector4& r2, const Vector4& r3, const Vector4& r4);
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explicit Matrix4x4(const Quaternion& orientation);
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Vector3 GetTranslatePart() const;
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Matrix3x3 GetRotatePart() const
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{
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return Matrix3x3 {
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At(0, 0), At(0, 1), At(0, 2),
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At(1, 0), At(1, 1), At(1, 2),
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At(2, 0), At(2, 1), At(2, 2)
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};
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}
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void SetTranslatePart(float translateX, float translateY, float translateZ);
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void SetTranslatePart(const Vector3& offset);
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void SetRotatePart(const Quaternion& q);
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void SetRow(int row, const Vector3& rowVector, float m_r3);
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void SetRow(int row, const Vector4& rowVector);
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void SetRow(int row, float m_r0, float m_r1, float m_r2, float m_r3);
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Matrix4x4(const Quaternion& orientation, const Vector3& translation);
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Vector4 GetRow(int index) const;
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Vector4 GetColumn(int index) const;
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float At(int x, int y) const;
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float At(int x, int y) const
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{
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return elems[x][y];
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}
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Vector4 Diagonal() const;
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Vector4 WorldX() const;
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@@ -47,7 +84,10 @@ namespace LinearAlgebra {
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// If the determinant is nonzero, this matrix is invertible.
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float Determinant() const;
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Matrix4x4 Inverse() const;
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Matrix4x4 Inverse() const
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{
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}
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Matrix4x4 Transpose() const;
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@@ -55,12 +95,31 @@ namespace LinearAlgebra {
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Vector3 Transform(const Vector3& rhs) const;
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Vector4 Transform(const Vector4& rhs) const;
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static Matrix4x4 D3DOrthoProjLH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
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static Matrix4x4 D3DOrthoProjRH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
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static Matrix4x4 D3DPerspProjLH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
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static Matrix4x4 D3DPerspProjRH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
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static Matrix4x4 OpenGLOrthoProjLH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
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static Matrix4x4 OpenGLOrthoProjRH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
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static Matrix4x4 OpenGLPerspProjLH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
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static Matrix4x4 OpenGLPerspProjRH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
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Vector3 GetTranslationComponent() const;
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Matrix3x3 GetRotationComponent() const;
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Vector4 GetRow() const;
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Vector4 GetColumn() const;
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Vector4 operator[](int row)
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{
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return Vector4{elems[row][0], elems[row][1], elems[row][2], elems[row][3]};
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}
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protected:
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float elems[4][4];
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void SetMatrixRotatePart(Matrix4x4 &m, const Quaternion &q);
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};
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}
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static const Vector3 Backward;
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static const Vector3 NaN;
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static void Orthonormalize(Vector3& a, Vector3& b)
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{
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a = a.Normalize();
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b = b - b.ProjectToNorm(a);
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b = b.Normalize();
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}
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//Returns the DirectionVector for a given angle.
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static Vector3 Direction(const Vector3 &rhs) ;
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static void Orthonormalize(Vector3& a, Vector3& b, Vector3& c)
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{
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a = a.Normalize();
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b = b - b.ProjectToNorm(a);
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b = b.Normalize();
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c = c - c.ProjectToNorm(a);
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c = c - c.ProjectToNorm(b);
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c = c.Normalize();
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}
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bool AreOrthonormal(const Vector3& a, const Vector3& b, float epsilon)
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{
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}
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Vector3 ProjectToNorm(const Vector3& direction)
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{
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return direction * this->Dot(direction);
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}
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float GetX() const;
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float GetY() const;
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float GetZ() const;
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@@ -1,8 +1,17 @@
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#include <J3ML/LinearAlgebra/AxisAngle.h>
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#include <J3ML/LinearAlgebra/Quaternion.h>
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namespace LinearAlgebra {
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AxisAngle::AxisAngle() : axis(Vector3::Zero) {}
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AxisAngle::AxisAngle(const Vector3 &axis, float angle) : axis(axis), angle(angle) {}
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Quaternion AxisAngle::ToQuaternion() const {
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return {
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axis.x * std::sin(angle/2),
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axis.y * std::sin(angle/2),
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axis.z * std::sin(angle/2),
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std::cos(angle/2)
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};
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}
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}
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@@ -196,5 +196,100 @@ namespace LinearAlgebra {
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};
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}
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void Matrix3x3::SetRotatePart(const Vector3 &a, float angle) {
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float s = std::sin(angle);
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float c = std::cos(angle);
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const float c1 = 1.f - c;
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elems[0][0] = c+c1*a.x*a.x;
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elems[1][0] = c1*a.x*a.y+s*a.z;
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elems[2][0] = c1*a.x*a.z-s*a.y;
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elems[0][1] = c1*a.x*a.y-s*a.z;
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elems[1][1] = c+c1*a.y*a.y;
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elems[2][1] = c1*a.y*a.z+s*a.x;
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elems[0][2] = c1*a.x*a.z+s*a.y;
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elems[1][2] = c1*a.y*a.z-s*a.x;
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elems[2][2] = c+c1*a.z*a.z;
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}
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Matrix3x3 Matrix3x3::RotateAxisAngle(const Vector3 &axis, float angleRadians) {
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Matrix3x3 r;
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r.SetRotatePart(axis, angleRadians);
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return r;
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}
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void Matrix3x3::SetRow(int i, const Vector3 &vec) {
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elems[i][0] = vec.x;
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elems[i][1] = vec.y;
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elems[i][2] = vec.z;
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}
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void Matrix3x3::SetColumn(int i, const Vector3& vec)
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{
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elems[0][i] = vec.x;
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elems[1][i] = vec.y;
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elems[2][i] = vec.z;
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}
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Matrix3x3
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Matrix3x3::LookAt(const Vector3 &forward, const Vector3 &target, const Vector3 &localUp, const Vector3 &worldUp) {
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// User must input proper normalized input direction vectors
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// In the local space, the forward and up directions must be perpendicular to be well-formed.
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// In the world space, the target direction and world up cannot be degenerate (co-linear)
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// Generate the third basis vector in the local space;
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Vector3 localRight = localUp.Cross(forward).Normalize();
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// A. Now we have an orthonormal linear basis {localRight, localUp, forward} for the object local space.
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// Generate the third basis vector for the world space
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Vector3 worldRight = worldUp.Cross(target).Normalize();
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// Since the input worldUp vector is not necessarily perpendicular to the target direction vector
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// We need to compute the real world space up vector that the "head" of the object will point
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// towards when the model is looking towards the desired target direction
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Vector3 perpWorldUp = target.Cross(worldRight).Normalize();
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// B. Now we have an orthonormal linear basis {worldRight, perpWorldUp, targetDirection } for the desired target orientation.
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// We want to build a matrix M that performs the following mapping:
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// 1. localRight must be mapped to worldRight. (M * localRight = worldRight)
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// 2. localUp must be mapped to perpWorldUp. (M * localUp = perpWorldUp)
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// 3. localForward must be mapped to targetDirection. (M * localForward = targetDirection)
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// i.e. we want to map the basis A to basis B.
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// This matrix M exists, and it is an orthonormal rotation matrix with a determinant of +1, because
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// the bases A and B are orthonormal with the same handedness.
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// Below, use the notation that (a,b,c) is a 3x3 matrix with a as its first column, b second, and c third.
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// By algebraic manipulation, we can rewrite conditions 1, 2 and 3 in a matrix form:
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// M * (localRight, localUp, localForward) = (worldRight, perpWorldUp, targetDirection)
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// or M = (worldRight, perpWorldUp, targetDirection) * (localRight, localUp, localForward)^{-1}.
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// or M = m1 * m2, where
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// m1 equals (worldRight, perpWorldUp, target):
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Matrix3x3 m1(worldRight, perpWorldUp, target);
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// and m2 equals (localRight, localUp, localForward)^{-1}:
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Matrix3x3 m2;
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m2.SetRow(0, localRight);
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m2.SetRow(1, localUp);
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m2.SetRow(2, forward);
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// Above we used the shortcut that for an orthonormal matrix M, M^{-1} = M^T. So set the rows
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// and not the columns to directly produce the transpose, i.e. the inverse of (localRight, localUp, localForward).
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// Compute final M.
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m2 = m1 * m2;
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// And fix any numeric stability issues by re-orthonormalizing the result.
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m2.Orthonormalize(0, 1, 2);
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return m2;
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}
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Vector3 Matrix3x3::Diagonal() const {
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return {elems[0][0],
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elems[1][1],
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elems[2][2]
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};
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}
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}
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|
@@ -77,4 +77,95 @@ namespace LinearAlgebra {
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Matrix4x4::Matrix4x4(const Quaternion &orientation) {
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}
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void Matrix4x4::SetTranslatePart(float translateX, float translateY, float translateZ) {
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elems[0][3] = translateX;
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elems[1][3] = translateY;
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elems[2][3] = translateZ;
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}
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void Matrix4x4::SetTranslatePart(const Vector3 &offset) {
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elems[0][3] = offset.x;
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elems[1][3] = offset.y;
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elems[2][3] = offset.z;
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}
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void Matrix4x4::SetRotatePart(const Quaternion &q) {
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SetMatrixRotatePart(*this, q);
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}
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|
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void Matrix4x4::SetMatrixRotatePart(Matrix4x4 &m, const Quaternion& q)
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{
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// See e.g. http://www.geometrictools.com/Documentation/LinearAlgebraicQuaternions.pdf .
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const float x = q.x;
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const float y = q.y;
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const float z = q.z;
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const float w = q.w;
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elems[0][0] = 1 - 2*(y*y + z*z); elems[0][1] = 2*(x*y - z*w); elems[0][2] = 2*(x*z + y*w);
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elems[1][0] = 2*(x*y + z*w); elems[1][1] = 1 - 2*(x*x + z*z); elems[1][2] = 2*(y*z - x*w);
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||||
elems[2][0] = 2*(x*z - y*w); elems[2][1] = 2*(y*z + x*w); elems[2][2] = 1 - 2*(x*x + y*y);
|
||||
}
|
||||
|
||||
void Matrix4x4::SetRow(int row, const Vector3 &rowVector, float m_r3) {
|
||||
SetRow(row, rowVector.x, rowVector.y, rowVector.z, m_r3);
|
||||
}
|
||||
|
||||
void Matrix4x4::SetRow(int row, const Vector4 &rowVector) {
|
||||
SetRow(row, rowVector.x, rowVector.y, rowVector.z, rowVector.w);
|
||||
}
|
||||
|
||||
void Matrix4x4::SetRow(int row, float m_r0, float m_r1, float m_r2, float m_r3) {
|
||||
elems[row][0] = m_r0;
|
||||
elems[row][1] = m_r1;
|
||||
elems[row][2] = m_r2;
|
||||
elems[row][3] = m_r3;
|
||||
}
|
||||
|
||||
Matrix4x4::Matrix4x4(const Quaternion &orientation, const Vector3 &translation) {
|
||||
SetRotatePart(orientation);
|
||||
SetTranslatePart(translation);
|
||||
SetRow(3, 0, 0, 0, 1);
|
||||
}
|
||||
|
||||
Matrix4x4 Matrix4x4::D3DOrthoProjLH(float n, float f, float h, float v) {
|
||||
float p00 = 2.f / h; float p01 = 0; float p02 = 0; float p03 = 0.f;
|
||||
float p10 = 0; float p11 = 2.f / v; float p12 = 0; float p13 = 0.f;
|
||||
float p20 = 0; float p21 = 0; float p22 = 1.f / (f-n); float p23 = n / (n-f);
|
||||
float p30 = 0; float p31 = 0; float p32 = 0.f; float p33 = 1.f;
|
||||
|
||||
return {p00, p01, p02, p03, p10, p11, p12, p13, p20, p21, p22, p23, p30, p31, p32, p33};
|
||||
}
|
||||
|
||||
/** This function generates an orthographic projection matrix that maps from
|
||||
the Direct3D view space to the Direct3D normalized viewport space as follows:
|
||||
|
||||
In Direct3D view space, we assume that the camera is positioned at the origin (0,0,0).
|
||||
The camera looks directly towards the positive Z axis (0,0,1).
|
||||
The -X axis spans to the left of the screen, +X goes to the right.
|
||||
-Y goes to the bottom of the screen, +Y goes to the top.
|
||||
|
||||
After the transformation, we're in the Direct3D normalized viewport space as follows:
|
||||
|
||||
(-1,-1,0) is the bottom-left corner of the viewport at the near plane.
|
||||
(1,1,0) is the top-right corner of the viewport at the near plane.
|
||||
(0,0,0) is the center point at the near plane.
|
||||
Coordinates with z=1 are at the far plane.
|
||||
|
||||
Examples:
|
||||
(0,0,n) maps to (0,0,0).
|
||||
(0,0,f) maps to (0,0,1).
|
||||
(-h/2, -v/2, n) maps to (-1, -1, 0).
|
||||
(h/2, v/2, f) maps to (1, 1, 1).
|
||||
*/
|
||||
Matrix4x4 Matrix4x4::D3DOrthoProjRH(float n, float f, float h, float v)
|
||||
{
|
||||
// D3DOrthoProjLH and D3DOrthoProjRH differ from each other in that the third column is negated.
|
||||
// This corresponds to LH = RH * In, where In is a diagonal matrix with elements [1 1 -1 1].
|
||||
float p00 = 2.f / h; float p01 = 0; float p02 = 0; float p03 = 0.f;
|
||||
float p10 = 0; float p11 = 2.f / v; float p12 = 0; float p13 = 0.f;
|
||||
float p20 = 0; float p21 = 0; float p22 = 1.f / (n-f); float p23 = n / (n-f);
|
||||
float p30 = 0; float p31 = 0; float p32 = 0.f; float p33 = 1.f;
|
||||
}
|
||||
|
||||
|
||||
}
|
@@ -301,5 +301,12 @@ namespace LinearAlgebra {
|
||||
return lhs.AngleBetween(rhs);
|
||||
}
|
||||
|
||||
Vector3 Vector3::Direction(const Vector3 &rhs) {
|
||||
float x = (cos(Math::Radians(rhs.y)) * cos(Math::Radians(rhs.x)));
|
||||
float y = -sin(Math::Radians(rhs.x));
|
||||
float z = (sin(Math::Radians(rhs.y)) * cos(Math::Radians(rhs.x)));
|
||||
return {x, y, z};
|
||||
}
|
||||
|
||||
#pragma endregion
|
||||
}
|
Reference in New Issue
Block a user