lygia
/v1.1.4
/space
/rotateX
)rotate a 2D space by a radian angle
Dependencies:
Use:
rotateX(<vec3|vec4> pos, float radian [, vec3 center])
#ifndef FNC_ROTATEX
#define FNC_ROTATEX
vec4 rotateX(in vec4 pos, in float radian, in vec4 center) {
return rotate4dX(radian) * (pos - center) + center;
}
vec4 rotateX(in vec4 pos, in float radian) {
#ifdef CENTER_4D
return rotateX(pos, radian, CENTER_4D);
#else
return rotateX(pos, radian, vec4(.0));
#endif
}
vec3 rotateX(in vec3 pos, in float radian, in vec3 center) {
return (rotate4dX(radian) * vec4(pos - center, 1.)).xyz + center;
}
vec3 rotateX(in vec3 pos, in float radian) {
#ifdef CENTER_3D
return rotateX(pos, radian, CENTER_3D);
#else
return rotateX(pos, radian, vec3(.0));
#endif
}
#endif
Dependencies:
Use:
rotateX(<float3|vec4> pos, float radian [, float3 center])
#ifndef FNC_ROTATEX
#define FNC_ROTATEX
float3 rotateX(in float3 pos, in float radian, in float3 center) {
return mul(rotate4dX(radian), vec4(pos - center, 1.)).xyz + center;
}
float3 rotateX(in float3 pos, in float radian) {
#ifdef CENTER_3D
return rotateX(pos, radian, CENTER_3D);
#else
return rotateX(pos, radian, float3(0.0, 0.0, 0.0));
#endif
}
#endif
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