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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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GPG key ID: 4AEE18F83AFDEB23
53 changed files with 373 additions and 357 deletions

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@ -207,7 +207,7 @@ void EnGb_Init(Actor* thisx, GlobalContext* globalCtx) {
this->lightColor.a = 200;
Matrix_Translate(this->dyna.actor.world.pos.x, this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z,
MTXMODE_NEW);
Matrix_RotateRPY(this->dyna.actor.world.rot.x, this->dyna.actor.world.rot.y, this->dyna.actor.world.rot.z,
Matrix_RotateZYX(this->dyna.actor.world.rot.x, this->dyna.actor.world.rot.y, this->dyna.actor.world.rot.z,
MTXMODE_APPLY);
focusOffset.x = focusOffset.y = 0.0f;
focusOffset.z = 44.0f;
@ -232,7 +232,7 @@ void func_80A2F608(EnGb* this) {
Matrix_Translate(this->dyna.actor.world.pos.x, this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z,
MTXMODE_NEW);
Matrix_RotateRPY(this->dyna.actor.world.rot.x, this->dyna.actor.world.rot.y, this->dyna.actor.world.rot.z,
Matrix_RotateZYX(this->dyna.actor.world.rot.x, this->dyna.actor.world.rot.y, this->dyna.actor.world.rot.z,
MTXMODE_APPLY);
sp48.x = sp48.y = 0.0f;
sp48.z = 25.0f;
@ -244,7 +244,7 @@ void func_80A2F608(EnGb* this) {
for (i = 0; i < ARRAY_COUNT(sBottlesPositions); i++) {
Matrix_Translate(this->dyna.actor.world.pos.x, this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z,
MTXMODE_NEW);
Matrix_RotateRPY(this->dyna.actor.world.rot.x, this->dyna.actor.world.rot.y, this->dyna.actor.world.rot.z,
Matrix_RotateZYX(this->dyna.actor.world.rot.x, this->dyna.actor.world.rot.y, this->dyna.actor.world.rot.z,
MTXMODE_APPLY);
Matrix_MultVec3f(&sBottlesPositions[i], &sp3C);
this->bottlesColliders[i].dim.pos.x = sp3C.x;
@ -540,7 +540,7 @@ void EnGb_DrawCagedSouls(EnGb* this, GlobalContext* globalCtx) {
func_800D1FD4(&globalCtx->mf_11DA0);
if (this->cagedSouls[i].rotate180) {
Matrix_RotateRPY(0, -0x8000, 0, MTXMODE_APPLY);
Matrix_RotateZYX(0, -0x8000, 0, MTXMODE_APPLY);
}
Matrix_Scale(0.007f, 0.007f, 1.0f, MTXMODE_APPLY);