diff --git a/src/LinearMath/btMatrix3x3.h b/src/LinearMath/btMatrix3x3.h index 2ed3239cb..c5f220b43 100644 --- a/src/LinearMath/btMatrix3x3.h +++ b/src/LinearMath/btMatrix3x3.h @@ -159,15 +159,16 @@ class btMatrix3x3 { } /** @brief Set the matrix from euler angles YPR around ZYX axes - * @param eulerZ Yaw aboud Z axis - * @param eulerY Pitch around Y axis * @param eulerX Roll about X axis + * @param eulerY Pitch around Y axis + * @param eulerZ Yaw aboud Z axis * * These angles are used to produce a rotation matrix. The euler * angles are applied in ZYX order. I.e a vector is first rotated * about X then Y and then Z **/ - void setEulerZYX(btScalar eulerZ, btScalar eulerY,btScalar eulerX) { + void setEulerZYX(btScalar eulerX,btScalar eulerY,btScalar eulerZ) { + ///@todo proposed to reverse this since it's labeled zyx but takes arguments xyz and it will match all other parts of the code btScalar ci ( btCos(eulerX)); btScalar cj ( btCos(eulerY)); btScalar ch ( btCos(eulerZ));