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adding Matrix MatrixCompose( translate, rotation, scale ) to raymath.h (#5324)
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@ -2552,6 +2552,38 @@ RMAPI int QuaternionEquals(Quaternion p, Quaternion q)
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return result;
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}
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// Compose a transformation matrix from rotational, translational and scaling components
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RMAPI Matrix MatrixCompose( Vector3 translation, Quaternion rotation, Vector3 scale )
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{
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//Initialize Vectors
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Vector3 right = { 1, 0, 0 };
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Vector3 up = { 0, 1, 0 };
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Vector3 forward = { 0, 0, 1 };
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//Scale Vectors
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right = Vector3Scale( right , scale.x );
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up = Vector3Scale( up , scale.y );
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forward = Vector3Scale( forward , scale.z );
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//Rotate Vectors
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right = Vector3RotateByQuaternion( right , rotation );
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up = Vector3RotateByQuaternion( up , rotation );
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forward = Vector3RotateByQuaternion( forward, rotation );
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// Set matrix output
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Matrix result = {
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right.x, up.x, forward.x, position.x,
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right.y, up.y, forward.y, position.y,
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right.z, up.z, forward.z, position.z,
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0, 0, 0, 1
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};
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// Return matrix output
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return result;
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}
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// Decompose a transformation matrix into its rotational, translational and scaling components and remove shear
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RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotation, Vector3 *scale)
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{
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