lygia
/math
/rotate4dZ
)returns a 4x4 rotation matrix
Use:
<mat4> rotate4dZ(<float> radians)
#ifndef FNC_ROTATE4DZ
#define FNC_ROTATE4DZ
mat4 rotate4dZ(in float r){
float c = cos(r);
float s = sin(r);
return mat4(vec4(cos(r),sin(r),0.,0),
vec4(-sin(r),cos(r),0.,0.),
vec4(0.,0.,1.,0.),
vec4(0.,0.,0.,1.));
}
#endif
Use:
<float4x4> rotate4dZ(<float> radians)
#ifndef FNC_ROTATE4DZ
#define FNC_ROTATE4DZ
float4x4 rotate4dZ(in float r){
float c = cos(r);
float s = sin(r);
return float4x4(float4(c,-s,0.,0),
float4(s,c,0.,0.),
float4(0.,0.,1.,0.),
float4(0.,0.,0.,1.));
}
#endif
Use:
<matrix<float, 4, 4>> rotate4dZ(<float> radians)
#ifndef FNC_ROTATE4DZ
#define FNC_ROTATE4DZ
matrix<float, 4, 4> rotate4dZ(float r){
return matrix<float, 4, 4>(float4(cos(r),-sin(r),0.,0),
float4(sin(r),cos(r),0.,0.),
float4(0.,0.,1.,0.),
float4(0.,0.,0.,1.));
}
#endif
fn rotate4dZ(r: f32) -> mat4x4<f32> {
return mat4x4<f32>( vec4f(cos(r),-sin(r),0.,0),
vec4f(sin(r),cos(r),0.,0.),
vec4f(0.,0.,1.,0.),
vec4f(0.,0.,0.,1.));
}
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