--[[ https://github.com/overextended/ox_lib This file is licensed under LGPL-3.0 or higher Copyright © 2025 Linden ]] local glm_sincos = require 'glm'.sincos --[[@as fun(n: number): number, number]] local glm_rad = require 'glm'.rad --[[@as fun(n: number): number]] ---Get the relative coordinates based on heading/rotation and offset ---@overload fun(coords: vector3, heading: number, offset: vector3): vector3 ---@overload fun(coords: vector4, offset: vector3): vector4 ---@overload fun(coords: vector3, rotation: vector3, offset: vector3): vector3 function lib.getRelativeCoords(coords, rotation, offset) if type(rotation) == 'vector3' and offset then local pitch = glm_rad(rotation.x) local roll = glm_rad(rotation.y) local yaw = glm_rad(rotation.z) local sp, cp = glm_sincos(pitch) local sr, cr = glm_sincos(roll) local sy, cy = glm_sincos(yaw) local rotatedX = offset.x * (cy * cr) + offset.y * (cy * sr * sp - sy * cp) + offset.z * (cy * sr * cp + sy * sp) local rotatedY = offset.x * (sy * cr) + offset.y * (sy * sr * sp + cy * cp) + offset.z * (sy * sr * cp - cy * sp) local rotatedZ = offset.x * (-sr) + offset.y * (cr * sp) + offset.z * (cr * cp) return vec3( coords.x + rotatedX, coords.y + rotatedY, coords.z + rotatedZ ) end offset = offset or rotation local x, y, z, w = coords.x, coords.y, coords.z, type(rotation) == 'number' and rotation or coords.w local sin, cos = glm_sincos(glm_rad(w)) local relativeX = offset.x * cos - offset.y * sin local relativeY = offset.x * sin + offset.y * cos return coords.w and vec4( x + relativeX, y + relativeY, z + offset.z, w ) or vec3( x + relativeX, y + relativeY, z + offset.z ) end return lib.getRelativeCoords