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Fix matrices documentation (#952)
* Update names and doc of `Matrix_RotateRPY` and `SkinMatrix_SetRotateRPY` to ZYX Tait-Bryan angles * Update name and doc of `Matrix_JointPosition` to `Matrix_TranslateRotateZYX` * `Euler ***` -> `Tait-Bryan *** angles` * Update docs of `SkinMatrix_Vec3fMtxFMultXYZW` and `SkinMatrix_Vec3fMtxFMultXYZ` * Fix doc of `SkinMatrix_MtxFMtxFMult` * Update docs of `SkinMatrix_Invert` * Change name and docs of `SkinMatrix_SetRotateYRP` to `SkinMatrix_SetRotateYXZ` * Change name and docs of `SkinMatrix_SetScaleRotateRPYTranslate` to `SkinMatrix_SetScaleRotateZYXTranslate` * Change name and docs of `SkinMatrix_SetScaleRotateYRPTranslate` to `SkinMatrix_SetScaleRotateYXZTranslate` * Change name and docs of `SkinMatrix_SetRotateRPYTranslate` to `SkinMatrix_SetRotateZYXTranslate` * Add renamed functions to `namefixer.py` * Run formatter * Consistent function names (`ABC()` if equivalent to `A() B() C()`)
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53 changed files with 373 additions and 357 deletions
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@ -150,9 +150,9 @@ s32 func_800A6AC4(PSkinAwb* skin, MtxF* arg1, Actor* actor, s32 arg3) {
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yRot += horse->turnRot;
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}
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SkinMatrix_SetRotateRPYTranslate(arg1, xRot, yRot, zRot, xTransl, yTransl, zTransl);
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SkinMatrix_SetTranslateRotateZYX(arg1, xRot, yRot, zRot, xTransl, yTransl, zTransl);
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} else {
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SkinMatrix_SetRotateRPYTranslate(arg1, xRot, yRot, zRot, 0.0f, 0.0f, 0.0f);
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SkinMatrix_SetTranslateRotateZYX(arg1, xRot, yRot, zRot, 0.0f, 0.0f, 0.0f);
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}
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jointRot++;
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for (i = 1; i < skin->skeletonHeader->limbCount; i++) {
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@ -165,10 +165,10 @@ s32 func_800A6AC4(PSkinAwb* skin, MtxF* arg1, Actor* actor, s32 arg3) {
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yRot = jointRot->y;
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zRot = jointRot->z;
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jointRot++;
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SkinMatrix_SetRotateRPYTranslate(&arg1[i], xRot, yRot, zRot, xTransl, yTransl, zTransl);
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SkinMatrix_SetTranslateRotateZYX(&arg1[i], xRot, yRot, zRot, xTransl, yTransl, zTransl);
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}
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SkinMatrix_SetScaleRotateYRPTranslate(
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SkinMatrix_SetTranslateRotateYXZScale(
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&skin->mtx, actor->scale.x, actor->scale.y, actor->scale.z, actor->shape.rot.x, actor->shape.rot.y,
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actor->shape.rot.z, actor->world.pos.x, actor->world.pos.y + (actor->shape.yOffset * actor->scale.y),
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actor->world.pos.z);
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