update mat4.rotate to use degrees instead of radians

This commit is contained in:
MihailRis 2024-06-18 00:03:40 +03:00
parent b3ea3a3c51
commit 88b21262a3

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@ -96,19 +96,19 @@ inline int l_rotate(lua::State* L) {
switch (argc) {
case 2: {
auto vec = lua::tovec3(L, 1);
auto angle = static_cast<float>(lua::tonumber(L, 2));
auto angle = glm::radians(static_cast<float>(lua::tonumber(L, 2)));
return lua::pushmat4(L, glm::rotate(glm::mat4(1.0f), angle, vec));
}
case 3: {
auto matrix = lua::tomat4(L, 1);
auto vec = lua::tovec3(L, 2);
auto angle = static_cast<float>(lua::tonumber(L, 3));
auto angle = glm::radians(static_cast<float>(lua::tonumber(L, 3)));
return lua::pushmat4(L, glm::rotate(matrix, angle, vec));
}
case 4: {
auto matrix = lua::tomat4(L, 1);
auto vec = lua::tovec3(L, 2);
auto angle = static_cast<float>(lua::tonumber(L, 3));
auto angle = glm::radians(static_cast<float>(lua::tonumber(L, 3)));
return lua::setmat4(L, 3, glm::rotate(matrix, angle, vec));
}
default: {