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Review comments and parameter names

pull/2599/head
Ray 2年前
コミット
7b05444af8
1個のファイルの変更26行の追加22行の削除
  1. +26
    -22
      src/raymath.h

+ 26
- 22
src/raymath.h ファイルの表示

@ -1313,7 +1313,8 @@ RMAPI Matrix MatrixRotate(Vector3 axis, float angle)
return result;
}
// Get x-rotation matrix (angle in radians)
// Get x-rotation matrix
// NOTE: Angle must be provided in radians
RMAPI Matrix MatrixRotateX(float angle)
{
Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,
@ -1332,7 +1333,8 @@ RMAPI Matrix MatrixRotateX(float angle)
return result;
}
// Get y-rotation matrix (angle in radians)
// Get y-rotation matrix
// NOTE: Angle must be provided in radians
RMAPI Matrix MatrixRotateY(float angle)
{
Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,
@ -1351,7 +1353,8 @@ RMAPI Matrix MatrixRotateY(float angle)
return result;
}
// Get z-rotation matrix (angle in radians)
// Get z-rotation matrix
// NOTE: Angle must be provided in radians
RMAPI Matrix MatrixRotateZ(float angle)
{
Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,
@ -1370,21 +1373,21 @@ RMAPI Matrix MatrixRotateZ(float angle)
return result;
}
// ">Get xyz-rotation matrix (angles in radians)
RMAPI Matrix MatrixRotateXYZ(Vector3 ang)
// Get xyz-rotation matrix
// l">NOTE: Angle must be provided in radians
RMAPI Matrix MatrixRotateXYZ(Vector3 angle)
{
Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity()
float cosz = cosf(-ang.z);
float sinz = sinf(-ang.z);
float cosy = cosf(-ang.y);
float siny = sinf(-ang.y);
float cosx = cosf(-ang.x);
float sinx = sinf(-ang.x);
float cosz = cosf(-angle.z);
float sinz = sinf(-angle.z);
float cosy = cosf(-angle.y);
float siny = sinf(-angle.y);
float cosx = cosf(-angle.x);
float sinx = sinf(-angle.x);
result.m0 = cosz*cosy;
result.m4 = (cosz*siny*sinx) - (sinz*cosx);
@ -1401,17 +1404,18 @@ RMAPI Matrix MatrixRotateXYZ(Vector3 ang)
return result;
}
// Get zyx-rotation matrix (angles in radians)
RMAPI Matrix MatrixRotateZYX(Vector3 ang)
// Get zyx-rotation matrix
// NOTE: Angle must be provided in radians
RMAPI Matrix MatrixRotateZYX(Vector3 angle)
{
Matrix result = { 0 };
float cz = cosf(ang.z);
float sz = sinf(ang.z);
float cy = cosf(ang.y);
float sy = sinf(ang.y);
float cx = cosf(ang.x);
float sx = sinf(ang.x);
float cz = cosf(angle.z);
float sz = sinf(angle.z);
float cy = cosf(angle.y);
float sy = sinf(angle.y);
float cx = cosf(angle.x);
float sx = sinf(angle.x);
result.m0 = cz*cy;
result.m1 = cz*sy*sx - cx*sz;
@ -1480,7 +1484,7 @@ RMAPI Matrix MatrixFrustum(double left, double right, double bottom, double top,
}
// Get perspective projection matrix
// NOTE: Angle should be provided in radians
// NOTE: Fovy angle must be provided in radians
RMAPI Matrix MatrixPerspective(double fovy, double aspect, double near, double far)
{
Matrix result = { 0 };
@ -1947,7 +1951,7 @@ RMAPI Matrix QuaternionToMatrix(Quaternion q)
}
// Get rotation quaternion for an angle and axis
// NOTE: angle must be provided in radians
// NOTE: Angle must be provided in radians
RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
{
Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };

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