citro3d/include/c3d/maths.h
2017-02-09 19:45:33 +01:00

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#pragma once
#include "types.h"
#include <math.h>
#include <string.h>
/**
* @addtogroup math_support
* @brief Implementations of matrix, vector, and quaternion operations.
* @{
*/
/**
* The one true circumference-to-radius ratio.
* See http://tauday.com/tau-manifesto
*/
#define M_TAU (2*M_PI)
/**
* @brief Convert an angle from revolutions to radians
* @param[in] _angle Proportion of a full revolution
* @return Angle in radians
*/
#define C3D_Angle(_angle) ((_angle)*M_TAU)
/**
* @brief Convert an angle from degrees to radians
* @param[in] _angle Angle in degrees
* @return Angle in radians
*/
#define C3D_AngleFromDegrees(_angle) ((_angle)*M_TAU/360.0f)
#define C3D_AspectRatioTop (400.0f / 240.0f) ///< Aspect ratio for 3DS top screen
#define C3D_AspectRatioBot (320.0f / 240.0f) ///< Aspect ratio for 3DS bottom screen
/**
* @name Vector Math
* @{
*/
/**
* @brief Create a new FVec4
* @param[in] x X-component
* @param[in] y Y-component
* @param[in] z Z-component
* @param[in] w W-component
* @return New FVec4
*/
static inline C3D_FVec FVec4_New(float x, float y, float z, float w)
{
return (C3D_FVec){{ w, z, y, x }};
}
/**
* @brief Add two FVec4s
* @param[in] lhs Augend
* @param[in] rhs Addend
* @return lhs+rhs (sum)
*/
static inline C3D_FVec FVec4_Add(C3D_FVec lhs, C3D_FVec rhs)
{
// component-wise addition
return FVec4_New(lhs.x+rhs.x, lhs.y+rhs.y, lhs.z+rhs.z, lhs.w+rhs.w);
}
/**
* @brief Subtract two FVec4s
* @param[in] lhs Minuend
* @param[in] rhs Subtrahend
* @return lhs-rhs (difference)
*/
static inline C3D_FVec FVec4_Subtract(C3D_FVec lhs, C3D_FVec rhs)
{
// component-wise subtraction
return FVec4_New(lhs.x-rhs.x, lhs.y-rhs.y, lhs.z-rhs.z, lhs.w-rhs.w);
}
/**
* @brief Negate a FVec4
* @note This is equivalent to `FVec4_Scale(v, -1)`
* @param[in] v Vector to negate
* @return -v
*/
static inline C3D_FVec FVec4_Negate(C3D_FVec v)
{
// component-wise negation
return FVec4_New(-v.x, -v.y, -v.z, -v.w);
}
/**
* @brief Scale a FVec4
* @param[in] v Vector to scale
* @param[in] s Scale factor
* @return v*s
*/
static inline C3D_FVec FVec4_Scale(C3D_FVec v, float s)
{
// component-wise scaling
return FVec4_New(v.x*s, v.y*s, v.z*s, v.w*s);
}
/**
* @brief Perspective divide
* @param[in] v Vector to divide
* @return v/v.w
*/
static inline C3D_FVec FVec4_PerspDivide(C3D_FVec v)
{
// divide by w
return FVec4_New(v.x/v.w, v.y/v.w, v.z/v.w, 1.0f);
}
/**
* @brief Dot product of two FVec4s
* @param[in] lhs Left-side FVec4
* @param[in] rhs Right-side FVec4
* @return lhs∙rhs
*/
static inline float FVec4_Dot(C3D_FVec lhs, C3D_FVec rhs)
{
// A∙B = sum of component-wise products
return lhs.x*rhs.x + lhs.y*rhs.y + lhs.z*rhs.z + lhs.w*rhs.w;
}
/**
* @brief Magnitude of a FVec4
* @param[in] v Vector
* @return ‖v‖
*/
static inline float FVec4_Magnitude(C3D_FVec v)
{
// ‖v‖ = √(v∙v)
return sqrtf(FVec4_Dot(v,v));
}
/**
* @brief Normalize a FVec4
* @param[in] v FVec4 to normalize
* @return v/‖v‖
*/
static inline C3D_FVec FVec4_Normalize(C3D_FVec v)
{
// get vector magnitude
float m = FVec4_Magnitude(v);
// scale by inverse magnitude to get a unit vector
return FVec4_New(v.x/m, v.y/m, v.z/m, v.w/m);
}
/**
* @brief Create a new FVec3
* @param[in] x X-component
* @param[in] y Y-component
* @param[in] z Z-component
* @return New FVec3
*/
static inline C3D_FVec FVec3_New(float x, float y, float z)
{
return FVec4_New(x, y, z, 0.0f);
}
/**
* @brief Dot product of two FVec3s
* @param[in] lhs Left-side FVec3
* @param[in] rhs Right-side FVec3
* @return lhs∙rhs
*/
static inline float FVec3_Dot(C3D_FVec lhs, C3D_FVec rhs)
{
// A∙B = sum of component-wise products
return lhs.x*rhs.x + lhs.y*rhs.y + lhs.z*rhs.z;
}
/**
* @brief Magnitude of a FVec3
* @param[in] v Vector
* @return ‖v‖
*/
static inline float FVec3_Magnitude(C3D_FVec v)
{
// ‖v‖ = √(v∙v)
return sqrtf(FVec3_Dot(v,v));
}
/**
* @brief Normalize a FVec3
* @param[in] v FVec3 to normalize
* @return v/‖v‖
*/
static inline C3D_FVec FVec3_Normalize(C3D_FVec v)
{
// get vector magnitude
float m = FVec3_Magnitude(v);
// scale by inverse magnitude to get a unit vector
return FVec3_New(v.x/m, v.y/m, v.z/m);
}
/**
* @brief Add two FVec3s
* @param[in] lhs Augend
* @param[in] rhs Addend
* @return lhs+rhs (sum)
*/
static inline C3D_FVec FVec3_Add(C3D_FVec lhs, C3D_FVec rhs)
{
// component-wise addition
return FVec3_New(lhs.x+rhs.x, lhs.y+rhs.y, lhs.z+rhs.z);
}
/**
* @brief Subtract two FVec3s
* @param[in] lhs Minuend
* @param[in] rhs Subtrahend
* @return lhs-rhs (difference)
*/
static inline C3D_FVec FVec3_Subtract(C3D_FVec lhs, C3D_FVec rhs)
{
// component-wise subtraction
return FVec3_New(lhs.x-rhs.x, lhs.y-rhs.y, lhs.z-rhs.z);
}
/**
* @brief Distance between two 3D points
* @param[in] lhs Relative origin
* @param[in] rhs Relative point of interest
* @return ‖lhs-rhs‖
*/
static inline float FVec3_Distance(C3D_FVec lhs, C3D_FVec rhs)
{
// distance = ‖lhs-rhs‖
return FVec3_Magnitude(FVec3_Subtract(lhs, rhs));
}
/**
* @brief Scale a FVec3
* @param[in] v Vector to scale
* @param[in] s Scale factor
* @return v*s
*/
static inline C3D_FVec FVec3_Scale(C3D_FVec v, float s)
{
// component-wise scaling
return FVec3_New(v.x*s, v.y*s, v.z*s);
}
/**
* @brief Negate a FVec3
* @note This is equivalent to `FVec3_Scale(v, -1)`
* @param[in] v Vector to negate
* @return -v
*/
static inline C3D_FVec FVec3_Negate(C3D_FVec v)
{
// component-wise negation
return FVec3_New(-v.x, -v.y, -v.z);
}
/**
* @brief Cross product of two FVec3s
* @note This returns a pseudo-vector which is perpendicular to the plane
* spanned by the two input vectors.
* @param[in] lhs Left-side FVec3
* @param[in] rhs Right-side FVec3
* @return lhs×rhs
*/
static inline C3D_FVec FVec3_Cross(C3D_FVec lhs, C3D_FVec rhs)
{
// A×B = (AyBz - AzBy, AzBx - AxBz, AxBy - AyBx)
return FVec3_New(lhs.y*rhs.z - lhs.z*rhs.y, lhs.z*rhs.x - lhs.x*rhs.z, lhs.x*rhs.y - lhs.y*rhs.x);
}
/** @} */
/**
* @name Matrix Math
* @note All matrices are 4x4 unless otherwise noted.
* @{
*/
/**
* @brief Zero matrix
* @param[out] out Matrix to zero
*/
static inline void Mtx_Zeros(C3D_Mtx* out)
{
memset(out, 0, sizeof(*out));
}
/**
* @brief Copy a matrix
* @param[out] out Output matrix
* @param[in] in Input matrix
*/
static inline void Mtx_Copy(C3D_Mtx* out, const C3D_Mtx* in)
{
*out = *in;
}
/**
* @brief Creates a matrix with the diagonal using the given parameters.
* @param[out] out Output matrix.
* @param[in] x The X component.
* @param[in] y The Y component.
* @param[in] z The Z component.
* @param[in] w The W component.
*/
static inline void Mtx_Diagonal(C3D_Mtx* out, float x, float y, float z, float w)
{
Mtx_Zeros(out);
out->r[0].x = x;
out->r[1].y = y;
out->r[2].z = z;
out->r[3].w = w;
}
/**
* @brief Identity matrix
* @param[out] out Matrix to fill
*/
static inline void Mtx_Identity(C3D_Mtx* out)
{
Mtx_Diagonal(out, 1.0f, 1.0f, 1.0f, 1.0f);
}
/**
*@brief Transposes the matrix. Row => Column, and vice versa.
*@param[in,out] out Output matrix.
*/
void Mtx_Transpose(C3D_Mtx* out);
/**
* @brief Matrix addition
* @param[out] out Output matrix.
* @param[in] lhs Left matrix.
* @param[in] rhs Right matrix.
* @return lhs+rhs (sum)
*/
static inline void Mtx_Add(C3D_Mtx* out, const C3D_Mtx* lhs, const C3D_Mtx* rhs)
{
for (int i = 0; i < 16; i++)
out->m[i] = lhs->m[i] + rhs->m[i];
}
/**
* @brief Matrix subtraction
* @param[out] out Output matrix.
* @param[in] lhs Left matrix.
* @param[in] rhs Right matrix.
* @return lhs-rhs (difference)
*/
static inline void Mtx_Subtract(C3D_Mtx* out, const C3D_Mtx* lhs, const C3D_Mtx* rhs)
{
for (int i = 0; i < 16; i++)
out->m[i] = lhs->m[i] - rhs->m[i];
}
/**
* @brief Multiply two matrices
* @param[out] out Output matrix
* @param[in] a Multiplicand
* @param[in] b Multiplier
*/
void Mtx_Multiply(C3D_Mtx* out, const C3D_Mtx* a, const C3D_Mtx* b);
/**
* @brief Inverse a matrix
* @param[in,out] out Matrix to inverse
* @retval 0.0f Degenerate matrix (no inverse)
* @return determinant
*/
float Mtx_Inverse(C3D_Mtx* out);
/**
* @brief Multiply 3x3 matrix by a FVec3
* @param[in] mtx Matrix
* @param[in] v Vector
* @return mtx*v (product)
*/
C3D_FVec Mtx_MultiplyFVec3(const C3D_Mtx* mtx, C3D_FVec v);
/**
* @brief Multiply 4x4 matrix by a FVec4
* @param[in] mtx Matrix
* @param[in] v Vector
* @return mtx*v (product)
*/
C3D_FVec Mtx_MultiplyFVec4(const C3D_Mtx* mtx, C3D_FVec v);
/**
* @brief Multiply 4x3 matrix by a FVec3
* @param[in] mtx Matrix
* @param[in] v Vector
* @return mtx*v (product)
*/
static inline C3D_FVec Mtx_MultiplyFVecH(const C3D_Mtx* mtx, C3D_FVec v)
{
v.w = 1.0f;
return Mtx_MultiplyFVec4(mtx, v);
}
/**
* @brief Get 4x4 matrix equivalent to Quaternion
* @param[out] m Output matrix
* @param[in] q Input Quaternion
*/
void Mtx_FromQuat(C3D_Mtx* m, C3D_FQuat q);
/** @} */
/**
* @name 3D Transformation Matrix Math
* @note bRightSide is used to determine which side to perform the transformation.
* With an input matrix A and a transformation matrix B, bRightSide being
* true yields AB, while being false yield BA.
* @{
*/
/**
* @brief 3D translation
* @param[in,out] mtx Matrix to translate
* @param[in] x X component to translate
* @param[in] y Y component to translate
* @param[in] z Z component to translate
* @param[in] bRightSide Whether to transform from the right side
*/
void Mtx_Translate(C3D_Mtx* mtx, float x, float y, float z, bool bRightSide);
/**
* @brief 3D Scale
* @param[in,out] mtx Matrix to scale
* @param[in] x X component to scale
* @param[in] y Y component to scale
* @param[in] z Z component to scale
*/
void Mtx_Scale(C3D_Mtx* mtx, float x, float y, float z);
/**
* @brief 3D Rotation
* @param[in,out] mtx Matrix to rotate
* @param[in] axis Axis about which to rotate
* @param[in] angle Radians to rotate
* @param[in] bRightSide Whether to transform from the right side
*/
void Mtx_Rotate(C3D_Mtx* mtx, C3D_FVec axis, float angle, bool bRightSide);
/**
* @brief 3D Rotation about the X axis
* @param[in,out] mtx Matrix to rotate
* @param[in] angle Radians to rotate
* @param[in] bRightSide Whether to transform from the right side
*/
void Mtx_RotateX(C3D_Mtx* mtx, float angle, bool bRightSide);
/**
* @brief 3D Rotation about the Y axis
* @param[in,out] mtx Matrix to rotate
* @param[in] angle Radians to rotate
* @param[in] bRightSide Whether to transform from the right side
*/
void Mtx_RotateY(C3D_Mtx* mtx, float angle, bool bRightSide);
/**
* @brief 3D Rotation about the Z axis
* @param[in,out] mtx Matrix to rotate
* @param[in] angle Radians to rotate
* @param[in] bRightSide Whether to transform from the right side
*/
void Mtx_RotateZ(C3D_Mtx* mtx, float angle, bool bRightSide);
/** @} */
/**
* @name 3D Projection Matrix Math
* @{
*/
/**
* @brief Orthogonal projection
* @param[out] mtx Output matrix
* @param[in] left Left clip plane (X=left)
* @param[in] right Right clip plane (X=right)
* @param[in] bottom Bottom clip plane (Y=bottom)
* @param[in] top Top clip plane (Y=top)
* @param[in] near Near clip plane (Z=near)
* @param[in] far Far clip plane (Z=far)
* @param[in] isLeftHanded Whether to build a LH projection
* @sa Mtx_OrthoTilt
*/
void Mtx_Ortho(C3D_Mtx* mtx, float left, float right, float bottom, float top, float near, float far, bool isLeftHanded);
/**
* @brief Perspective projection
* @param[out] mtx Output matrix
* @param[in] fovy Vertical field of view in radians
* @param[in] aspect Aspect ration of projection plane (width/height)
* @param[in] near Near clip plane (Z=near)
* @param[in] far Far clip plane (Z=far)
* @param[in] isLeftHanded Whether to build a LH projection
* @sa Mtx_PerspTilt
* @sa Mtx_PerspStereo
* @sa Mtx_PerspStereoTilt
*/
void Mtx_Persp(C3D_Mtx* mtx, float fovy, float aspect, float near, float far, bool isLeftHanded);
/**
* @brief Stereo perspective projection
* @note Typically you will use iod to mean the distance between the eyes. Plug
* in -iod for the left eye and iod for the right eye.
* @note The focal length is defined by screen. If objects are further than this,
* they will appear to be inside the screen. If objects are closer than this,
* they will appear to pop out of the screen. Objects at this distance appear
* to be at the screen.
* @param[out] mtx Output matrix
* @param[in] fovy Vertical field of view in radians
* @param[in] aspect Aspect ration of projection plane (width/height)
* @param[in] near Near clip plane (Z=near)
* @param[in] far Far clip plane (Z=far)
* @param[in] iod Interocular distance
* @param[in] screen Focal length
* @param[in] isLeftHanded Whether to build a LH projection
* @sa Mtx_Persp
* @sa Mtx_PerspTilt
* @sa Mtx_PerspStereoTilt
*/
void Mtx_PerspStereo(C3D_Mtx* mtx, float fovy, float aspect, float near, float far, float iod, float screen, bool isLeftHanded);
/**
* @brief Orthogonal projection, tilted to account for the 3DS screen rotation
* @param[out] mtx Output matrix
* @param[in] left Left clip plane (X=left)
* @param[in] right Right clip plane (X=right)
* @param[in] bottom Bottom clip plane (Y=bottom)
* @param[in] top Top clip plane (Y=top)
* @param[in] near Near clip plane (Z=near)
* @param[in] far Far clip plane (Z=far)
* @param[in] isLeftHanded Whether to build a LH projection
* @sa Mtx_Ortho
*/
void Mtx_OrthoTilt(C3D_Mtx* mtx, float left, float right, float bottom, float top, float near, float far, bool isLeftHanded);
/**
* @brief Perspective projection, tilted to account for the 3DS screen rotation
* @param[out] mtx Output matrix
* @param[in] fovy Vertical field of view in radians
* @param[in] aspect Aspect ration of projection plane (width/height)
* @param[in] near Near clip plane (Z=near)
* @param[in] far Far clip plane (Z=far)
* @param[in] isLeftHanded Whether to build a LH projection
* @sa Mtx_Persp
* @sa Mtx_PerspStereo
* @sa Mtx_PerspStereoTilt
*/
void Mtx_PerspTilt(C3D_Mtx* mtx, float fovy, float aspect, float near, float far, bool isLeftHanded);
/**
* @brief Stereo perspective projection, tilted to account for the 3DS screen rotation
* @note See the notes for @ref Mtx_PerspStereo
* @param[out] mtx Output matrix
* @param[in] fovy Vertical field of view in radians
* @param[in] aspect Aspect ration of projection plane (width/height)
* @param[in] near Near clip plane (Z=near)
* @param[in] far Far clip plane (Z=far)
* @param[in] iod Interocular distance
* @param[in] screen Focal length
* @param[in] isLeftHanded Whether to build a LH projection
* @sa Mtx_Persp
* @sa Mtx_PerspTilt
* @sa Mtx_PerspStereo
*/
void Mtx_PerspStereoTilt(C3D_Mtx* mtx, float fovy, float aspect, float near, float far, float iod, float screen, bool isLeftHanded);
/**
* @brief Look-At matrix, based on DirectX implementation
* @note See https://msdn.microsoft.com/en-us/library/windows/desktop/bb205342
* @param[out] out Output matrix.
* @param[in] cameraPosition Position of the intended camera in 3D space.
* @param[in] cameraTarget Position of the intended target the camera is supposed to face in 3D space.
* @param[in] cameraUpVector The vector that points straight up depending on the camera's "Up" direction.
* @param[in] isLeftHanded Whether to build a LH projection
*/
void Mtx_LookAt(C3D_Mtx* out, C3D_FVec cameraPosition, C3D_FVec cameraTarget, C3D_FVec cameraUpVector, bool isLeftHanded);
/** @} */
/**
* @name Quaternion Math
* @{
*/
/**
* @brief Create a new Quaternion
* @param[in] i I-component
* @param[in] j J-component
* @param[in] k K-component
* @param[in] r Real component
* @return New Quaternion
*/
#define Quat_New(i,j,k,r) FVec4_New(i,j,k,r)
/**
* @brief Negate a Quaternion
* @note This is equivalent to `Quat_Scale(v, -1)`
* @param[in] q Quaternion to negate
* @return -q
*/
#define Quat_Negate(q) FVec4_Negate(q)
/**
* @brief Add two Quaternions
* @param[in] lhs Augend
* @param[in] rhs Addend
* @return lhs+rhs (sum)
*/
#define Quat_Add(lhs,rhs) FVec4_Add(lhs,rhs)
/**
* @brief Subtract two Quaternions
* @param[in] lhs Minuend
* @param[in] rhs Subtrahend
* @return lhs-rhs (difference)
*/
#define Quat_Subtract(lhs,rhs) FVec4_Subtract(lhs,rhs)
/**
* @brief Scale a Quaternion
* @param[in] q Quaternion to scale
* @param[in] s Scale factor
* @return q*s
*/
#define Quat_Scale(q,s) FVec4_Scale(q,s)
/**
* @brief Normalize a Quaternion
* @param[in] q Quaternion to normalize
* @return q/‖q‖
*/
#define Quat_Normalize(q) FVec4_Normalize(q)
/**
* @brief Dot product of two Quaternions
* @param[in] lhs Left-side Quaternion
* @param[in] rhs Right-side Quaternion
* @return lhs∙rhs
*/
#define Quat_Dot(lhs,rhs) FVec4_Dot(lhs,rhs)
/**
* @brief Multiply two Quaternions
* @param[in] lhs Multiplicand
* @param[in] rhs Multiplier
* @return lhs*rhs
*/
C3D_FQuat Quat_Multiply(C3D_FQuat lhs, C3D_FQuat rhs);
/**
* @brief Raise Quaternion to a power
* @note If p is 0, this returns the identity Quaternion.
* If p is 1, this returns q.
* @param[in] q Base Quaternion
* @param[in] p Power
* @return q<sup>p</sup>
*/
C3D_FQuat Quat_Pow(C3D_FQuat q, float p);
/**
* @brief Cross product of Quaternion and FVec3
* @param[in] q Base Quaternion
* @param[in] v Vector to cross
* @return q×v
*/
C3D_FVec Quat_CrossFVec3(C3D_FQuat q, C3D_FVec v);
/**
* @brief 3D Rotation
* @param[in] q Quaternion to rotate
* @param[in] axis Axis about which to rotate
* @param[in] r Radians to rotate
* @param[in] bRightSide Whether to transform from the right side
* @return Rotated Quaternion
*/
C3D_FQuat Quat_Rotate(C3D_FQuat q, C3D_FVec axis, float r, bool bRightSide);
/**
* @brief 3D Rotation about the X axis
* @param[in] q Quaternion to rotate
* @param[in] r Radians to rotate
* @param[in] bRightSide Whether to transform from the right side
* @return Rotated Quaternion
*/
C3D_FQuat Quat_RotateX(C3D_FQuat q, float r, bool bRightSide);
/**
* @brief 3D Rotation about the Y axis
* @param[in] q Quaternion to rotate
* @param[in] r Radians to rotate
* @param[in] bRightSide Whether to transform from the right side
* @return Rotated Quaternion
*/
C3D_FQuat Quat_RotateY(C3D_FQuat q, float r, bool bRightSide);
/**
* @brief 3D Rotation about the Z axis
* @param[in] q Quaternion to rotate
* @param[in] r Radians to rotate
* @param[in] bRightSide Whether to transform from the right side
* @return Rotated Quaternion
*/
C3D_FQuat Quat_RotateZ(C3D_FQuat q, float r, bool bRightSide);
/**
* @brief Get Quaternion equivalent to 4x4 matrix
* @note If the matrix is orthogonal or special orthogonal, where determinant(matrix) = +1.0f, then the matrix can be converted.
* @param[in] m Input Matrix
* @return Generated Quaternion
*/
C3D_FQuat Quat_FromMtx(const C3D_Mtx* m);
/**
* @brief Identity Quaternion
* @return Identity Quaternion
*/
static inline C3D_FQuat Quat_Identity(void)
{
// r=1, i=j=k=0
return Quat_New(0.0f, 0.0f, 0.0f, 1.0f);
}
/**
* @brief Quaternion conjugate
* @param[in] q Quaternion of which to get conjugate
* @return q*
*/
static inline C3D_FQuat Quat_Conjugate(C3D_FQuat q)
{
// q* = q.r - q.i - q.j - q.k
return Quat_New(-q.i, -q.j, -q.k, q.r);
}
/**
* @brief Quaternion inverse
* @note This is equivalent to `Quat_Pow(v, -1)`
* @param[in] q Quaternion of which to get inverse
* @return q<sup>-1</sup>
*/
static inline C3D_FQuat Quat_Inverse(C3D_FQuat q)
{
// q^-1 = (q.r - q.i - q.j - q.k) / (q.r^2 + q.i^2 + q.j^2 + q.k^2)
// = q* / (q∙q)
C3D_FQuat c = Quat_Conjugate(q);
float d = Quat_Dot(q, q);
return Quat_New(c.i/d, c.j/d, c.k/d, c.r/d);
}
/**
* @brief Cross product of FVec3 and Quaternion
* @param[in] v Base FVec3
* @param[in] q Quaternion to cross
* @return v×q
*/
static inline C3D_FVec FVec3_CrossQuat(C3D_FVec v, C3D_FQuat q)
{
// v×q = (q^-1)×v
return Quat_CrossFVec3(Quat_Inverse(q), v);
}
/**
* @brief Converting Pitch, Yaw, and Roll to Quaternion equivalent
* @param[in] pitch The pitch angle in radians.
* @param[in] yaw The yaw angle in radians.
* @param[in] roll The roll angle in radians.
* @param[in] bRightSide Whether to transform from the right side
* @return C3D_FQuat The Quaternion equivalent with the pitch, yaw, and roll (in that order) orientations applied.
*/
C3D_FQuat Quat_FromPitchYawRoll(float pitch, float yaw, float roll, bool bRightSide);
/**
* @brief Quaternion Look-At
* @param[in] source C3D_FVec Starting position. Origin of rotation.
* @param[in] target C3D_FVec Target position to orient towards.
* @param[in] forwardVector C3D_FVec The Up vector.
* @param[in] upVector C3D_FVec The Up vector.
* @return Quaternion rotation.
*/
C3D_FQuat Quat_LookAt(C3D_FVec source, C3D_FVec target, C3D_FVec forwardVector, C3D_FVec upVector);
/**
* @brief Quaternion, created from a given axis and angle in radians.
* @param[in] axis C3D_FVec The axis to rotate around at.
* @param[in] angle float The angle to rotate. Unit: Radians
* @return Quaternion rotation based on the axis and angle. Axis doesn't have to be orthogonal.
*/
C3D_FQuat Quat_FromAxisAngle(C3D_FVec axis, float angle);
/** @} */
/** @} */