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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()`)
This commit is contained in:
Dragorn421 2021-11-17 11:52:26 +01:00 committed by GitHub
parent 9ca6bfdac3
commit 03636166b3
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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) {
yRot += horse->turnRot;
}
SkinMatrix_SetRotateRPYTranslate(arg1, xRot, yRot, zRot, xTransl, yTransl, zTransl);
SkinMatrix_SetTranslateRotateZYX(arg1, xRot, yRot, zRot, xTransl, yTransl, zTransl);
} else {
SkinMatrix_SetRotateRPYTranslate(arg1, xRot, yRot, zRot, 0.0f, 0.0f, 0.0f);
SkinMatrix_SetTranslateRotateZYX(arg1, xRot, yRot, zRot, 0.0f, 0.0f, 0.0f);
}
jointRot++;
for (i = 1; i < skin->skeletonHeader->limbCount; i++) {
@ -165,10 +165,10 @@ s32 func_800A6AC4(PSkinAwb* skin, MtxF* arg1, Actor* actor, s32 arg3) {
yRot = jointRot->y;
zRot = jointRot->z;
jointRot++;
SkinMatrix_SetRotateRPYTranslate(&arg1[i], xRot, yRot, zRot, xTransl, yTransl, zTransl);
SkinMatrix_SetTranslateRotateZYX(&arg1[i], xRot, yRot, zRot, xTransl, yTransl, zTransl);
}
SkinMatrix_SetScaleRotateYRPTranslate(
SkinMatrix_SetTranslateRotateYXZScale(
&skin->mtx, actor->scale.x, actor->scale.y, actor->scale.z, actor->shape.rot.x, actor->shape.rot.y,
actor->shape.rot.z, actor->world.pos.x, actor->world.pos.y + (actor->shape.yOffset * actor->scale.y),
actor->world.pos.z);