Pixel-Composer/scripts/d3d_rot3/d3d_rot3.gml

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function __rot3(_x = 0, _y = 0, _z = 0) constructor {
x = _x;
y = _y;
z = _z;
static set = function(_x, _y, _z) {
gml_pragma("forceinline");
x = _x;
y = _y;
z = _z;
return self;
}
static toDirection = function() {
var _x = degtorad( x);
var _y = degtorad( y);
var _z = degtorad(-z);
var rotationMatrix = new __mat3();
var cosX = cos(_x);
var sinX = sin(_x);
var cosY = cos(_y);
var sinY = sin(_y);
var cosZ = cos(_z);
var sinZ = sin(_z);
rotationMatrix.raw[0][0] = cosY * cosZ;
rotationMatrix.raw[0][1] = -cosX * sinZ + sinX * sinY * cosZ;
rotationMatrix.raw[0][2] = sinX * sinZ + cosX * sinY * cosZ;
rotationMatrix.raw[1][0] = cosY * sinZ;
rotationMatrix.raw[1][1] = cosX * cosZ + sinX * sinY * sinZ;
rotationMatrix.raw[1][2] = -sinX * cosZ + cosX * sinY * sinZ;
rotationMatrix.raw[2][0] = -sinY;
rotationMatrix.raw[2][1] = sinX * cosY;
rotationMatrix.raw[2][2] = cosX * cosY;
var initialVector = new __vec3(1, 0, 0);
var rotatedVector = rotationMatrix.multiplyVector(initialVector);
rotatedVector.z *= -1;
return rotatedVector;
}
static lookAt = function(from, to, up = __vec3_up) {
var dir = to.subtract(from)._normalize();
var az = arctan2(dir.y, dir.x);
var ay = arcsin(dir.z);
var w0 = new __vec3( -dir.y, dir.x, 0);
var u0 = w0.cross(dir);
var ax = arctan2( w0.dot(up) / w0.length(), u0.dot(up) / u0.length() );
if(is_nan(ax)) ax = 0;
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ax = radtodeg(ax);
ay = radtodeg(ay);
az = radtodeg(az);
set(ax, -ay, -az);
return self;
}
static equal = function(to) {
gml_pragma("forceinline");
return x == to.x && y == to.y && z == to.z;
}
static clone = function() {
gml_pragma("forceinline");
return new __rot3(x, y, z);
}
static toString = function() { return $"[{x}, {y}, {z}]"; }
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static toArray = function() { return [ x, y, z ]; }
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}