Updated Oculus sample to Oculus SDK 1.4

Still working on the sample but almost finished. Some rlgl internals
redesign required and it will be ready!
This commit is contained in:
raysan5
2016-05-31 20:08:36 +02:00
parent d17a0cee1a
commit 8f91ed81c5
18 changed files with 9807 additions and 9286 deletions

View File

@ -73,7 +73,7 @@
//----------------------------------------------------------------------------------
#if defined(RAYMATH_STANDALONE)
// Vector2 type
// Vector2 type
typedef struct Vector2 {
float x;
float y;
@ -158,6 +158,7 @@ RMDEF void PrintMatrix(Matrix m); // Print matrix ut
//------------------------------------------------------------------------------------
RMDEF float QuaternionLength(Quaternion quat); // Compute the length of a quaternion
RMDEF void QuaternionNormalize(Quaternion *q); // Normalize provided quaternion
RMDEF void QuaternionInvert(Quaternion *quat); // Invert provided quaternion
RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2); // Calculate two quaternion multiplication
RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float slerp); // Calculates spherical linear interpolation between two quaternions
RMDEF Quaternion QuaternionFromMatrix(Matrix matrix); // Returns a quaternion for a given rotation matrix
@ -908,6 +909,23 @@ RMDEF void QuaternionNormalize(Quaternion *q)
q->w *= ilength;
}
// Invert provided quaternion
RMDEF void QuaternionInvert(Quaternion *quat)
{
float length = QuaternionLength(*quat);
float lengthSq = length*length;
if (lengthSq != 0.0)
{
float i = 1.0f/lengthSq;
quat->x *= -i;
quat->y *= -i;
quat->z *= -i;
quat->w *= i;
}
}
// Calculate two quaternion multiplication
RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2)
{