lygia
/math
/rotate3dX
)returns a 3x3 rotation matrix
Use:
<mat3> rotate3dX(<float> radians)
#ifndef FNC_ROTATE3DX
#define FNC_ROTATE3DX
mat3 rotate3dX(const in float r){
float c = cos(r);
float s = sin(r);
return mat3(vec3(1.0,0.0,0.0),
vec3(0.0,c,s),
vec3(0.0,-s,c));
}
#endif
Use:
<float3x3> rotate3dX(<float> radians)
#ifndef FNC_ROTATE3DX
#define FNC_ROTATE3DX
float3x3 rotate3dX(const in float r){
float c = cos(r);
float s = sin(r);
return float3x3(float3(1.0,0.0,0.0),
float3(0.0,c,-s),
float3(0.0,s,c));
}
#endif
Use:
<matrix<float, 3, 3>> rotate3dX(<float> radians)
#ifndef FNC_ROTATE3DX
#define FNC_ROTATE3DX
matrix<float, 3, 3> rotate3dX(const float r){
return matrix<float, 3, 3>(float3(1.0,0.0,0.0),
float3(0.0,cos(r),-sin(r)),
float3(0.0,sin(r),cos(r)));
}
#endif
fn rotate3dX(r: f32) -> mat3x3<f32> {
return mat3x3<f32>( vec3f(1.0, 0.0, 0.0),
vec3f(0.0, cos(r), -sin(r)),
vec3f(0.0, sin(r), cos(r)) );
}
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