lygia
/math
/rotate4dX
)returns a 4x4 rotation matrix
Use:
<mat4> rotate4dX(<float> radians)
#ifndef FNC_ROTATE4DX
#define FNC_ROTATE4DX
mat4 rotate4dX(const in float r){
float c = cos(r);
float s = sin(r);
return mat4(vec4(1.,0.,0.,0),
vec4(0.,c,s,0.),
vec4(0.,-s,c,0.),
vec4(0.,0.,0.,1.));
}
#endif
Use:
<float4x4> rotate4dX(<float> radians)
#ifndef FNC_ROTATE4DX
#define FNC_ROTATE4DX
float4x4 rotate4dX(const in float r){
float c = cos(r);
float s = sin(r);
return float4x4(float4(1.,0.,0.,0),
float4(0.,c,-s,0.),
float4(0.,s,c,0.),
float4(0.,0.,0.,1.));
}
#endif
Use:
<matrix<float, 4, 4>> rotate4dX(<float> radians)
#ifndef FNC_ROTATE4DX
#define FNC_ROTATE4DX
matrix<float, 4, 4> rotate4dX(const float r){
return matrix<float, 4, 4>(float4(1.,0.,0.,0),
float4(0.,cos(r),-sin(r),0.),
float4(0.,sin(r),cos(r),0.),
float4(0.,0.,0.,1.));
}
#endif
fn rotate4dX(r: f32) -> mat4x4<f32> {
return mat4x4<f32> (vec4f(1.,0.,0.,0),
vec4f(0.,cos(r),-sin(r),0.),
vec4f(0.,sin(r),cos(r),0.),
vec4f(0.,0.,0.,1.));
}
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