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-rw-r--r--src/raymath.h16
1 files changed, 6 insertions, 10 deletions
diff --git a/src/raymath.h b/src/raymath.h
index 133e1881..d93c324c 100644
--- a/src/raymath.h
+++ b/src/raymath.h
@@ -107,15 +107,11 @@ 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 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 MatrixRotate(float angle, Vector3 axis); // Returns rotation matrix for an angle around an specified axis (angle in radians)
Matrix MatrixRotateX(float angle); // Returns x-rotation matrix (angle in radians)
Matrix MatrixRotateY(float angle); // Returns y-rotation matrix (angle in radians)
Matrix MatrixRotateZ(float angle); // Returns z-rotation matrix (angle in radians)
Matrix MatrixScale(float x, float y, float z); // Returns scaling matrix
-Matrix MatrixTransform(Vector3 translation, Vector3 rotation, Vector3 scale); // Returns transformation matrix for a given translation, rotation and scale
Matrix MatrixMultiply(Matrix left, Matrix right); // Returns two matrix multiplication
Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far); // Returns perspective projection matrix
Matrix MatrixPerspective(double fovy, double aspect, double near, double far); // Returns perspective projection matrix
@@ -126,14 +122,14 @@ void PrintMatrix(Matrix m); // Print matrix utility
//------------------------------------------------------------------------------------
// Functions Declaration to work with Quaternions
//------------------------------------------------------------------------------------
-float QuaternionLength(Quaternion quat); // Calculates the length of a quaternion
+float QuaternionLength(Quaternion quat); // Compute the length of a quaternion
void QuaternionNormalize(Quaternion *q); // Normalize provided quaternion
Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2); // Calculate two quaternion multiplication
Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float slerp); // Calculates spherical linear interpolation between two quaternions
-Quaternion QuaternionFromMatrix(Matrix matrix); // Returns a quaternion from a given rotation matrix
-Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle); // Returns rotation quaternion for an angle around an axis
-Matrix QuaternionToMatrix(Quaternion q); // Calculates the matrix from the given quaternion
-void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle); // Returns the axis and the angle for a given quaternion
+Quaternion QuaternionFromMatrix(Matrix matrix); // Returns a quaternion for a given rotation matrix
+Matrix QuaternionToMatrix(Quaternion q); // Returns a matrix for a given quaternion
+Quaternion QuaternionFromAxisAngle(float angle, Vector3 axis); // Returns rotation quaternion for an angle and axis
+void QuaternionToAxisAngle(Quaternion q, float *outAngle, Vector3 *outAxis); // Returns the rotation angle and axis for a given quaternion
void QuaternionTransform(Quaternion *q, Matrix mat); // Transform a quaternion given a transformation matrix
#ifdef __cplusplus