@ -73,8 +73,8 @@ template<class T> class Matrix4: public Matrix<4, T> {
* @ param angle Rotation angle ( counterclockwise , in radians )
* @ param normalizedAxis Normalized rotation axis
*
* If possible , use faster alternatives like xRotation ( ) , yRotation ( )
* or zRotation ( ) .
* If possible , use faster alternatives like rotationX ( ) , rotationY ( )
* and rotationZ ( ) .
* @ see rotation ( ) const , Matrix3 : : rotation ( T ) , Vector3 : : xAxis ( ) ,
* Vector3 : : yAxis ( ) , Vector3 : : zAxis ( ) , deg ( ) , rad ( )
* @ attention Assertion fails on non - normalized rotation vector and
@ -117,10 +117,10 @@ template<class T> class Matrix4: public Matrix<4, T> {
* @ param angle Rotation angle ( counterclockwise , in radians )
*
* Faster than calling ` Matrix4 : : rotation ( angle , Vector3 : : xAxis ( ) ) ` .
* @ see rotation ( T , const Vector3 & ) , yRotation ( ) , zRotation ( ) ,
* @ see rotation ( T , const Vector3 & ) , rotationY ( ) , rotationZ ( ) ,
* rotation ( ) const , Matrix3 : : rotation ( T ) , deg ( ) , rad ( )
*/
static Matrix4 < T > xRotation ( T angle ) {
static Matrix4 < T > rotationX ( T angle ) {
T sine = std : : sin ( angle ) ;
T cosine = std : : cos ( angle ) ;
@ -137,10 +137,10 @@ template<class T> class Matrix4: public Matrix<4, T> {
* @ param angle Rotation angle ( counterclockwise , in radians )
*
* Faster than calling ` Matrix4 : : rotation ( angle , Vector3 : : yAxis ( ) ) ` .
* @ see rotation ( T , const Vector3 & ) , xRotation ( ) , zRotation ( ) ,
* @ see rotation ( T , const Vector3 & ) , rotationX ( ) , rotationZ ( ) ,
* rotation ( ) const , Matrix3 : : rotation ( T ) , deg ( ) , rad ( )
*/
static Matrix4 < T > yRotation ( T angle ) {
static Matrix4 < T > rotationY ( T angle ) {
T sine = std : : sin ( angle ) ;
T cosine = std : : cos ( angle ) ;
@ -157,10 +157,10 @@ template<class T> class Matrix4: public Matrix<4, T> {
* @ param angle Rotation angle ( counterclockwise , in radians )
*
* Faster than calling ` Matrix4 : : rotation ( angle , Vector3 : : zAxis ( ) ) ` .
* @ see rotation ( T , const Vector3 & ) , xRotation ( ) , yRotation ( ) ,
* @ see rotation ( T , const Vector3 & ) , rotationX ( ) , rotationY ( ) ,
* rotation ( ) const , Matrix3 : : rotation ( T ) , deg ( ) , rad ( )
*/
static Matrix4 < T > zRotation ( T angle ) {
static Matrix4 < T > rotationZ ( T angle ) {
T sine = std : : sin ( angle ) ;
T cosine = std : : cos ( angle ) ;