lygia
/math
/rotate3dZ
)returns a 3x3 rotation matrix
Use:
<mat3> rotate3dZ(<float> radians)
#ifndef FNC_ROTATE3DZ
#define FNC_ROTATE3DZ
mat3 rotate3dZ(const in float r){
float c = cos(r);
float s = sin(r);
return mat3(vec3(c,s,0.),
vec3(-s,c,0.),
vec3(0.,0.,1.));
}
#endif
Use:
<float3x3> rotate3dZ(<float> radians)
#ifndef FNC_ROTATE3DZ
#define FNC_ROTATE3DZ
float3x3 rotate3dZ(const in float r){
float c = cos(r);
float s = sin(r);
return float3x3(float3(c,-s,0.),
float3(s,c,0.),
float3(0.,0.,1.));
}
#endif
Use:
<matrix<float, 3, 3>> rotate3dZ(<float> radians)
#ifndef FNC_ROTATE3DZ
#define FNC_ROTATE3DZ
matrix<float, 3, 3> rotate3dZ(const float r){
return matrix<float, 3, 3>(float3(cos(r),-sin(r),0.),
float3(sin(r),cos(r),0.),
float3(0.,0.,1.));
}
#endif
fn rotate3dZ(r: f32) -> mat3x3<f32> {
return mat3x3<f32>( vec3f(cos(r), -sin(r), 0.0),
vec3f(sin(r), cos(r), 0.0),
vec3f(0.0, 0.0, 1.0) );
}
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