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