fix merge junk

This commit is contained in:
treeform 2023-05-11 22:20:22 -07:00
parent 8ff93d903a
commit 336ef5c764

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@ -1285,12 +1285,8 @@ proc translate*[T](v: GVec3[T]): GMat4[T] =
) )
proc rotate*[T](angle: T): GMat3[T] = proc rotate*[T](angle: T): GMat3[T] =
<<<<<<< 6e2906d9898fffe4edf18d77c10b32f09bcf8233
## Create a 2d rotation matrix by an angle.
=======
## Create a 2D rotation matrix by an angle. ## Create a 2D rotation matrix by an angle.
## All angles assume radians. ## All angles assume radians.
>>>>>>> more changes
let let
sin = sin(angle) sin = sin(angle)
cos = cos(angle) cos = cos(angle)
@ -1308,10 +1304,7 @@ proc rotationOnly*[T](a: GMat4[T]): GMat4[T] {.inline.} =
proc rotateX*[T](angle: T): GMat4[T] = proc rotateX*[T](angle: T): GMat4[T] =
## Return a rotation matrix around X with angle. ## Return a rotation matrix around X with angle.
<<<<<<< 6e2906d9898fffe4edf18d77c10b32f09bcf8233
=======
## All angles assume radians. ## All angles assume radians.
>>>>>>> more changes
result[0, 0] = 1 result[0, 0] = 1
result[0, 1] = 0 result[0, 1] = 0
result[0, 2] = 0 result[0, 2] = 0
@ -1334,10 +1327,7 @@ proc rotateX*[T](angle: T): GMat4[T] =
proc rotateY*[T](angle: T): GMat4[T] = proc rotateY*[T](angle: T): GMat4[T] =
## Return a rotation matrix around Y with angle. ## Return a rotation matrix around Y with angle.
<<<<<<< 6e2906d9898fffe4edf18d77c10b32f09bcf8233
=======
## All angles assume radians. ## All angles assume radians.
>>>>>>> more changes
result[0, 0] = cos(angle) result[0, 0] = cos(angle)
result[0, 1] = 0 result[0, 1] = 0
result[0, 2] = sin(angle) result[0, 2] = sin(angle)
@ -1360,10 +1350,7 @@ proc rotateY*[T](angle: T): GMat4[T] =
proc rotateZ*[T](angle: T): GMat4[T] = proc rotateZ*[T](angle: T): GMat4[T] =
## Return a rotation matrix around Z with angle. ## Return a rotation matrix around Z with angle.
<<<<<<< 6e2906d9898fffe4edf18d77c10b32f09bcf8233
=======
## All angles assume radians. ## All angles assume radians.
>>>>>>> more changes
result[0, 0] = cos(angle) result[0, 0] = cos(angle)
result[0, 1] = -sin(angle) result[0, 1] = -sin(angle)
result[0, 2] = 0 result[0, 2] = 0
@ -1389,10 +1376,7 @@ proc toAngles*[T](a: GVec3[T]): GVec3[T] =
## pitch (x rotation) ## pitch (x rotation)
## yaw (y rotation) ## yaw (y rotation)
## roll (z rotation) - always 0 in vector case ## roll (z rotation) - always 0 in vector case
<<<<<<< 6e2906d9898fffe4edf18d77c10b32f09bcf8233
=======
## All angles assume radians. ## All angles assume radians.
>>>>>>> more changes
if a == gvec3[T](T(0), T(0), T(0)): if a == gvec3[T](T(0), T(0), T(0)):
return return
let let
@ -1406,10 +1390,7 @@ proc toAngles*[T](origin, target: GVec3[T]): GVec3[T] =
## pitch (x rotation) ## pitch (x rotation)
## yaw (y rotation) ## yaw (y rotation)
## roll (z rotation) - always 0 in vector case ## roll (z rotation) - always 0 in vector case
<<<<<<< 6e2906d9898fffe4edf18d77c10b32f09bcf8233
=======
## All angles assume radians. ## All angles assume radians.
>>>>>>> more changes
toAngles(target - origin) toAngles(target - origin)
proc toAngles*[T](m: GMat4[T]): GVec3[T] = proc toAngles*[T](m: GMat4[T]): GVec3[T] =
@ -1418,10 +1399,7 @@ proc toAngles*[T](m: GMat4[T]): GVec3[T] =
## yaw (y rotation) ## yaw (y rotation)
## roll (z rotation) ## roll (z rotation)
## Assumes matrix has not been scaled. ## Assumes matrix has not been scaled.
<<<<<<< 6e2906d9898fffe4edf18d77c10b32f09bcf8233
=======
## All angles assume radians. ## All angles assume radians.
>>>>>>> more changes
result.x = arcsin(m[2,1]) result.x = arcsin(m[2,1])
if result.x > PI/2: if result.x > PI/2:
# Degenerate case over north pole. # Degenerate case over north pole.
@ -1436,10 +1414,7 @@ proc toAngles*[T](m: GMat4[T]): GVec3[T] =
proc fromAngles*[T](a: GVec3[T]): GMat4[T] = proc fromAngles*[T](a: GVec3[T]): GMat4[T] =
## Takes a vector containing Euler angles and returns a matrix. ## Takes a vector containing Euler angles and returns a matrix.
<<<<<<< 6e2906d9898fffe4edf18d77c10b32f09bcf8233
=======
## All angles assume radians. ## All angles assume radians.
>>>>>>> more changes
rotateY(a.y) * rotateX(a.x) * rotateZ(a.z) rotateY(a.y) * rotateX(a.x) * rotateZ(a.z)
proc frustum*[T](left, right, bottom, top, near, far: T): GMat4[T] = proc frustum*[T](left, right, bottom, top, near, far: T): GMat4[T] =
@ -1775,10 +1750,6 @@ proc rotate*[T](angle: T, axis: GVec3[T]): GMat4[T] =
## Return a rotation matrix with axis and angle. ## Return a rotation matrix with axis and angle.
fromAxisAngle(axis, angle).mat4() fromAxisAngle(axis, angle).mat4()
<<<<<<< 6e2906d9898fffe4edf18d77c10b32f09bcf8233
=======
>>>>>>> more changes
when defined(release): when defined(release):
{.pop.} {.pop.}
{.pop.} {.pop.}