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| author | Ray <raysan5@gmail.com> | 2014-12-31 19:28:38 +0100 |
|---|---|---|
| committer | Ray <raysan5@gmail.com> | 2014-12-31 19:28:38 +0100 |
| commit | 3c4a91658e8586ecb5504d3167796d043e79d065 (patch) | |
| tree | 89aeddb683c133c6d94f1a03f9d1a1399d2a6bf4 /src/raymath.h | |
| parent | 0c606092689d7a1823f7acd5e8b849052e297b7a (diff) | |
| parent | fad81f36e4cfd37901caad8555c49c41ac65aaee (diff) | |
| download | raylib-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.h | 8 |
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) |
