Reviewed functions description

Replaced: Returns -> Get
This commit is contained in:
Ray 2021-06-10 17:43:58 +02:00
parent d3387c952a
commit b0dcdf688f
7 changed files with 80 additions and 80 deletions

View file

@ -609,7 +609,7 @@ RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
return result;
}
// Returns Vector3 as float array
// Get Vector3 as float array
RMDEF float3 Vector3ToFloatV(Vector3 v)
{
float3 buffer = { 0 };
@ -644,7 +644,7 @@ RMDEF float MatrixDeterminant(Matrix mat)
return result;
}
// Returns the trace of the matrix (sum of the values along the diagonal)
// Get the trace of the matrix (sum of the values along the diagonal)
RMDEF float MatrixTrace(Matrix mat)
{
float result = (mat.m0 + mat.m5 + mat.m10 + mat.m15);
@ -750,7 +750,7 @@ RMDEF Matrix MatrixNormalize(Matrix mat)
return result;
}
// Returns identity matrix
// Get identity matrix
RMDEF Matrix MatrixIdentity(void)
{
Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,
@ -811,7 +811,7 @@ RMDEF Matrix MatrixSubtract(Matrix left, Matrix right)
return result;
}
// Returns two matrix multiplication
// Get two matrix multiplication
// NOTE: When multiplying matrices... the order matters!
RMDEF Matrix MatrixMultiply(Matrix left, Matrix right)
{
@ -837,7 +837,7 @@ RMDEF Matrix MatrixMultiply(Matrix left, Matrix right)
return result;
}
// Returns translation matrix
// Get translation matrix
RMDEF Matrix MatrixTranslate(float x, float y, float z)
{
Matrix result = { 1.0f, 0.0f, 0.0f, x,
@ -893,7 +893,7 @@ RMDEF Matrix MatrixRotate(Vector3 axis, float angle)
return result;
}
// Returns x-rotation matrix (angle in radians)
// Get x-rotation matrix (angle in radians)
RMDEF Matrix MatrixRotateX(float angle)
{
Matrix result = MatrixIdentity();
@ -909,7 +909,7 @@ RMDEF Matrix MatrixRotateX(float angle)
return result;
}
// Returns y-rotation matrix (angle in radians)
// Get y-rotation matrix (angle in radians)
RMDEF Matrix MatrixRotateY(float angle)
{
Matrix result = MatrixIdentity();
@ -925,7 +925,7 @@ RMDEF Matrix MatrixRotateY(float angle)
return result;
}
// Returns z-rotation matrix (angle in radians)
// Get z-rotation matrix (angle in radians)
RMDEF Matrix MatrixRotateZ(float angle)
{
Matrix result = MatrixIdentity();
@ -942,7 +942,7 @@ RMDEF Matrix MatrixRotateZ(float angle)
}
// Returns xyz-rotation matrix (angles in radians)
// Get xyz-rotation matrix (angles in radians)
RMDEF Matrix MatrixRotateXYZ(Vector3 ang)
{
Matrix result = MatrixIdentity();
@ -969,7 +969,7 @@ RMDEF Matrix MatrixRotateXYZ(Vector3 ang)
return result;
}
// Returns zyx-rotation matrix (angles in radians)
// Get zyx-rotation matrix (angles in radians)
RMDEF Matrix MatrixRotateZYX(Vector3 ang)
{
Matrix result = { 0 };
@ -1004,7 +1004,7 @@ RMDEF Matrix MatrixRotateZYX(Vector3 ang)
return result;
}
// Returns scaling matrix
// Get scaling matrix
RMDEF Matrix MatrixScale(float x, float y, float z)
{
Matrix result = { x, 0.0f, 0.0f, 0.0f,
@ -1015,7 +1015,7 @@ RMDEF Matrix MatrixScale(float x, float y, float z)
return result;
}
// Returns perspective projection matrix
// Get perspective projection matrix
RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far)
{
Matrix result = { 0 };
@ -1047,7 +1047,7 @@ RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top,
return result;
}
// Returns perspective projection matrix
// Get perspective projection matrix
// NOTE: Angle should be provided in radians
RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far)
{
@ -1058,7 +1058,7 @@ RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double f
return result;
}
// Returns orthographic projection matrix
// Get orthographic projection matrix
RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far)
{
Matrix result = { 0 };
@ -1087,7 +1087,7 @@ RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, d
return result;
}
// Returns camera look-at matrix (view matrix)
// Get camera look-at matrix (view matrix)
RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
{
Matrix result = { 0 };
@ -1118,7 +1118,7 @@ RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
return result;
}
// Returns float array of matrix data
// Get float array of matrix data
RMDEF float16 MatrixToFloatV(Matrix mat)
{
float16 buffer = { 0 };
@ -1175,7 +1175,7 @@ RMDEF Quaternion QuaternionSubtractValue(Quaternion q, float sub)
return result;
}
// Returns identity quaternion
// Get identity quaternion
RMDEF Quaternion QuaternionIdentity(void)
{
Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };
@ -1351,7 +1351,7 @@ RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
return result;
}
// Returns a quaternion for a given rotation matrix
// Get a quaternion for a given rotation matrix
RMDEF Quaternion QuaternionFromMatrix(Matrix mat)
{
Quaternion result = { 0 };
@ -1385,7 +1385,7 @@ RMDEF Quaternion QuaternionFromMatrix(Matrix mat)
return result;
}
// Returns a matrix for a given quaternion
// Get a matrix for a given quaternion
RMDEF Matrix QuaternionToMatrix(Quaternion q)
{
Matrix result = MatrixIdentity();
@ -1415,7 +1415,7 @@ RMDEF Matrix QuaternionToMatrix(Quaternion q)
return result;
}
// Returns rotation quaternion for an angle and axis
// Get rotation quaternion for an angle and axis
// NOTE: angle must be provided in radians
RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
{
@ -1440,7 +1440,7 @@ RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
return result;
}
// Returns the rotation angle and axis for a given quaternion
// Get the rotation angle and axis for a given quaternion
RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle)
{
if (fabs(q.w) > 1.0f) q = QuaternionNormalize(q);
@ -1466,7 +1466,7 @@ RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle
*outAngle = resAngle;
}
// Returns the quaternion equivalent to Euler angles
// Get the quaternion equivalent to Euler angles
// NOTE: Rotation order is ZYX
RMDEF Quaternion QuaternionFromEuler(float pitch, float yaw, float roll)
{