diff options
Diffstat (limited to 'src/raymath.h')
| -rw-r--r-- | src/raymath.h | 44 |
1 files changed, 22 insertions, 22 deletions
diff --git a/src/raymath.h b/src/raymath.h index 833bfd2e..03713920 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -609,7 +609,7 @@ RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c) return result; } -// Returns Vector3 as float array +// Get Vector3 as float array RMDEF float3 Vector3ToFloatV(Vector3 v) { float3 buffer = { 0 }; @@ -644,7 +644,7 @@ RMDEF float MatrixDeterminant(Matrix mat) return result; } -// Returns the trace of the matrix (sum of the values along the diagonal) +// Get the trace of the matrix (sum of the values along the diagonal) RMDEF float MatrixTrace(Matrix mat) { float result = (mat.m0 + mat.m5 + mat.m10 + mat.m15); @@ -750,7 +750,7 @@ RMDEF Matrix MatrixNormalize(Matrix mat) return result; } -// Returns identity matrix +// Get identity matrix RMDEF Matrix MatrixIdentity(void) { Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, @@ -811,7 +811,7 @@ RMDEF Matrix MatrixSubtract(Matrix left, Matrix right) return result; } -// Returns two matrix multiplication +// Get two matrix multiplication // NOTE: When multiplying matrices... the order matters! RMDEF Matrix MatrixMultiply(Matrix left, Matrix right) { @@ -837,7 +837,7 @@ RMDEF Matrix MatrixMultiply(Matrix left, Matrix right) return result; } -// Returns translation matrix +// Get translation matrix RMDEF Matrix MatrixTranslate(float x, float y, float z) { Matrix result = { 1.0f, 0.0f, 0.0f, x, @@ -893,7 +893,7 @@ RMDEF Matrix MatrixRotate(Vector3 axis, float angle) return result; } -// Returns x-rotation matrix (angle in radians) +// Get x-rotation matrix (angle in radians) RMDEF Matrix MatrixRotateX(float angle) { Matrix result = MatrixIdentity(); @@ -909,7 +909,7 @@ RMDEF Matrix MatrixRotateX(float angle) return result; } -// Returns y-rotation matrix (angle in radians) +// Get y-rotation matrix (angle in radians) RMDEF Matrix MatrixRotateY(float angle) { Matrix result = MatrixIdentity(); @@ -925,7 +925,7 @@ RMDEF Matrix MatrixRotateY(float angle) return result; } -// Returns z-rotation matrix (angle in radians) +// Get z-rotation matrix (angle in radians) RMDEF Matrix MatrixRotateZ(float angle) { Matrix result = MatrixIdentity(); @@ -942,7 +942,7 @@ RMDEF Matrix MatrixRotateZ(float angle) } -// Returns xyz-rotation matrix (angles in radians) +// Get xyz-rotation matrix (angles in radians) RMDEF Matrix MatrixRotateXYZ(Vector3 ang) { Matrix result = MatrixIdentity(); @@ -969,7 +969,7 @@ RMDEF Matrix MatrixRotateXYZ(Vector3 ang) return result; } -// Returns zyx-rotation matrix (angles in radians) +// Get zyx-rotation matrix (angles in radians) RMDEF Matrix MatrixRotateZYX(Vector3 ang) { Matrix result = { 0 }; @@ -1004,7 +1004,7 @@ RMDEF Matrix MatrixRotateZYX(Vector3 ang) return result; } -// Returns scaling matrix +// Get scaling matrix RMDEF Matrix MatrixScale(float x, float y, float z) { Matrix result = { x, 0.0f, 0.0f, 0.0f, @@ -1015,7 +1015,7 @@ RMDEF Matrix MatrixScale(float x, float y, float z) return result; } -// Returns perspective projection matrix +// Get perspective projection matrix RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far) { Matrix result = { 0 }; @@ -1047,7 +1047,7 @@ RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, return result; } -// Returns perspective projection matrix +// Get perspective projection matrix // NOTE: Angle should be provided in radians RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far) { @@ -1058,7 +1058,7 @@ RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double f return result; } -// Returns orthographic projection matrix +// Get orthographic projection matrix RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far) { Matrix result = { 0 }; @@ -1087,7 +1087,7 @@ RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, d return result; } -// Returns camera look-at matrix (view matrix) +// Get camera look-at matrix (view matrix) RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up) { Matrix result = { 0 }; @@ -1118,7 +1118,7 @@ RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up) return result; } -// Returns float array of matrix data +// Get float array of matrix data RMDEF float16 MatrixToFloatV(Matrix mat) { float16 buffer = { 0 }; @@ -1175,7 +1175,7 @@ RMDEF Quaternion QuaternionSubtractValue(Quaternion q, float sub) return result; } -// Returns identity quaternion +// Get identity quaternion RMDEF Quaternion QuaternionIdentity(void) { Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f }; @@ -1351,7 +1351,7 @@ RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to) return result; } -// Returns a quaternion for a given rotation matrix +// Get a quaternion for a given rotation matrix RMDEF Quaternion QuaternionFromMatrix(Matrix mat) { Quaternion result = { 0 }; @@ -1385,7 +1385,7 @@ RMDEF Quaternion QuaternionFromMatrix(Matrix mat) return result; } -// Returns a matrix for a given quaternion +// Get a matrix for a given quaternion RMDEF Matrix QuaternionToMatrix(Quaternion q) { Matrix result = MatrixIdentity(); @@ -1415,7 +1415,7 @@ RMDEF Matrix QuaternionToMatrix(Quaternion q) return result; } -// Returns rotation quaternion for an angle and axis +// Get rotation quaternion for an angle and axis // NOTE: angle must be provided in radians RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle) { @@ -1440,7 +1440,7 @@ RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle) return result; } -// Returns the rotation angle and axis for a given quaternion +// Get the rotation angle and axis for a given quaternion RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle) { if (fabs(q.w) > 1.0f) q = QuaternionNormalize(q); @@ -1466,7 +1466,7 @@ RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle *outAngle = resAngle; } -// Returns the quaternion equivalent to Euler angles +// Get the quaternion equivalent to Euler angles // NOTE: Rotation order is ZYX RMDEF Quaternion QuaternionFromEuler(float pitch, float yaw, float roll) { |
