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authorRay <raysan5@gmail.com>2014-12-31 19:28:38 +0100
committerRay <raysan5@gmail.com>2014-12-31 19:28:38 +0100
commit3c4a91658e8586ecb5504d3167796d043e79d065 (patch)
tree89aeddb683c133c6d94f1a03f9d1a1399d2a6bf4 /src/raymath.h
parent0c606092689d7a1823f7acd5e8b849052e297b7a (diff)
parentfad81f36e4cfd37901caad8555c49c41ac65aaee (diff)
downloadraylib-3c4a91658e8586ecb5504d3167796d043e79d065.tar.gz
raylib-3c4a91658e8586ecb5504d3167796d043e79d065.zip
Merge pull request #12 from raysan5/develop
Integration from develop branch
Diffstat (limited to 'src/raymath.h')
-rw-r--r--src/raymath.h8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/raymath.h b/src/raymath.h
index c396a347..c8c1a26c 100644
--- a/src/raymath.h
+++ b/src/raymath.h
@@ -55,7 +55,7 @@
} Vector3;
#endif
-// Matrix type (OpenGL style 4x4 - right handed)
+// Matrix type (OpenGL style 4x4 - right handed, column major)
typedef struct Matrix {
float m0, m4, m8, m12;
float m1, m5, m9, m13;
@@ -107,9 +107,9 @@ Matrix MatrixIdentity(void); // Returns identity matr
Matrix MatrixAdd(Matrix left, Matrix right); // Add two matrices
Matrix MatrixSubstract(Matrix left, Matrix right); // Substract two matrices (left - right)
Matrix MatrixTranslate(float x, float y, float z); // Returns translation matrix
-Matrix MatrixRotate(float angleX, float angleY, float angleZ); // Returns rotation matrix
-Matrix MatrixRotateAroundAxis(Vector3 axis, float angle); // Returns rotation matrix for an angle around an specified axis
-Matrix MatrixRotateAroundAxis2(Vector3 axis, float angle); // Returns rotation matrix for an angle around an specified axis (test another implemntation)
+Matrix MatrixRotate(float axisX, float axisY, float axisZ); // Returns rotation matrix
+Matrix MatrixFromAxisAngle(Vector3 axis, float angle); // Returns rotation matrix for an angle around an specified axis
+Matrix MatrixFromAxisAngle2(Vector3 axis, float angle); // Returns rotation matrix for an angle around an specified axis (test another implemntation)
Matrix MatrixFromQuaternion(Quaternion q); // Returns rotation matrix for a given quaternion
Matrix MatrixRotateX(float angle); // Returns x-rotation matrix (angle in radians)
Matrix MatrixRotateY(float angle); // Returns y-rotation matrix (angle in radians)