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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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@ -953,7 +953,7 @@ void EnBb_InitGreen(EnBb* this, GlobalContext* globalCtx) {
EnBb_FaceWaypoint(this);
}
Matrix_Translate(this->actor.home.pos.x, this->actor.home.pos.y, this->actor.home.pos.z, MTXMODE_NEW);
Matrix_RotateRPY(this->actor.world.rot.x, this->actor.world.rot.y, 0, MTXMODE_APPLY);
Matrix_RotateZYX(this->actor.world.rot.x, this->actor.world.rot.y, 0, MTXMODE_APPLY);
Matrix_RotateZ(this->bobPhase, MTXMODE_APPLY);
bobOffset.y = this->bobSize;
Matrix_MultVec3f(&bobOffset, &this->actor.world.pos);
@ -1030,7 +1030,7 @@ void EnBb_Green(EnBb* this, GlobalContext* globalCtx) {
this->bobSpeedMod = Rand_ZeroOne() * 0.05f;
}
Matrix_Translate(this->actor.home.pos.x, this->actor.home.pos.y, this->actor.home.pos.z, MTXMODE_NEW);
Matrix_RotateRPY(this->actor.world.rot.x, this->actor.world.rot.y, 0, MTXMODE_APPLY);
Matrix_RotateZYX(this->actor.world.rot.x, this->actor.world.rot.y, 0, MTXMODE_APPLY);
Matrix_RotateZ(this->bobPhase, MTXMODE_APPLY);
bobOffset.y = this->bobSize;
Matrix_MultVec3f(&bobOffset, &nextPos);