diff --git a/inc/hgl/math/Matrix.h b/inc/hgl/math/Matrix.h index 4bebb65..178ca06 100644 --- a/inc/hgl/math/Matrix.h +++ b/inc/hgl/math/Matrix.h @@ -147,29 +147,29 @@ namespace hgl return glm::scale(Matrix4f(1.0f),Vector3f(s,s,s)); } - inline Matrix4f rotate(float angle,const Vector3f &axis) + inline Matrix4f rotate(float rad,const Vector3f &axis) { - return glm::rotate(Matrix4f(1.0f),angle,axis); + return glm::rotate(Matrix4f(1.0f),rad,axis); } - inline Matrix4f rotate(float angle,float x,float y,float z) + inline Matrix4f rotate(float rad,float x,float y,float z) { - return glm::rotate(Matrix4f(1.0f),angle,Vector3f(x,y,z)); + return glm::rotate(Matrix4f(1.0f),rad,Vector3f(x,y,z)); } - inline Matrix4f rotate(float angle,float x,float y) + inline Matrix4f rotate(float rad,float x,float y) { - return rotate(angle,x,y,1.0f); + return rotate(rad,x,y,1.0f); } - inline Matrix4f rotate(float angle,const Vector4f &axis) + inline Matrix4f rotate(float rad,const Vector4f &axis) { - return rotate(angle,Vector3f(axis.x,axis.y,axis.z)); + return rotate(rad,Vector3f(axis.x,axis.y,axis.z)); } - inline Vector3f rotate(const Vector3f &v3f,float angle,const Vector3f &axis) + inline Vector3f rotate(const Vector3f &v3f,float rad,const Vector3f &axis) { - Vector4f result = rotate(angle, axis)*Vector4f(v3f, 1.0f); + Vector4f result = rotate(rad, axis)*Vector4f(v3f, 1.0f); return Vector3f(result.x,result.y,result.z); }