In the mathematics literature, transform-like types of the vqs form (and friends) are named according to the order of operations: from right-to-left as is typically the convention. And so, vqs would have us apply scale first, followed by rotation, and last with translation. Although RTM uses the opposite order of operation, from left-to-right, we should keep the naming consistent with the mathematics community to facilitate searching for these and related types/concepts.
Types to rename:
qv -> vq
qvs -> vqs
qvv -> vqv
This will be in-line with the new vqm type and later vqvs if we wish to support it.
qvv was originally named according to the storage layout which isn't great. Other commonly used types in gamedev would mirror the order of operations but from left-to-right, such as sqt. However, it would be best not to attempt to rename common mathematical objects and concepts (e.g. we call a matrix a matrix, not some other non-math name).
In the mathematics literature, transform-like types of the
vqsform (and friends) are named according to the order of operations: from right-to-left as is typically the convention. And so,vqswould have us apply scale first, followed by rotation, and last with translation. Although RTM uses the opposite order of operation, from left-to-right, we should keep the naming consistent with the mathematics community to facilitate searching for these and related types/concepts.Types to rename:
qv->vqqvs->vqsqvv->vqvThis will be in-line with the new
vqmtype and latervqvsif we wish to support it.qvvwas originally named according to the storage layout which isn't great. Other commonly used types in gamedev would mirror the order of operations but from left-to-right, such assqt. However, it would be best not to attempt to rename common mathematical objects and concepts (e.g. we call a matrix a matrix, not some other non-math name).