From 7b05444af802913afd066796ec9a1d2d1e75fbdc Mon Sep 17 00:00:00 2001 From: Ray Date: Fri, 29 Jul 2022 09:45:19 +0200 Subject: [PATCH] Review comments and parameter names --- src/raymath.h | 48 ++++++++++++++++++++++++++---------------------- 1 file changed, 26 insertions(+), 22 deletions(-) diff --git a/src/raymath.h b/src/raymath.h index 0868c62f7..479ece8ad 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -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 +// 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 };