lygia
/math
/rotate3dY
)returns a 3x3 rotation matrix
Use:
<mat3> rotate3dY(<float> radians)
#ifndef FNC_ROTATE3DY
#define FNC_ROTATE3DY
mat3 rotate3dY(const in float r){
float c = cos(r);
float s = sin(r);
return mat3(vec3(c,0.,-s),
vec3(0.,1.,0.),
vec3(s,0.,c));
}
#endif
Use:
<float3x3> rotate3dY(<float> radians)
#ifndef FNC_ROTATE3DY
#define FNC_ROTATE3DY
float3x3 rotate3dY(const in float r){
float c = cos(r);
float s = sin(r);
return float3x3(float3(c,0.,s),
float3(0.,1.,0.),
float3(-s,0.,c));
}
#endif
Use:
<matrix<float, 3, 3>> rotate3dY(<float> radians)
#ifndef FNC_ROTATE3DY
#define FNC_ROTATE3DY
matrix<float, 3, 3> rotate3dY(const float theta){
return matrix<float, 3, 3>(float3(cos(theta),0.,-sin(theta)),
float3(0.,1.,0.),
float3(sin(theta),0.,cos(theta)));
}
#endif
fn rotate3dY(r: f32) -> mat3x3<f32> {
return mat3x3<f32>( vec3f(cos(r), 0.0, -sin(r)),
vec3f(0.0, 1.0, 0.0),
vec3f(sin(r), 0.0, cos(r)) );
}
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