Updated doxygen doc

This commit is contained in:
Christophe Riccio 2011-06-17 19:34:50 +01:00
parent 9475756250
commit 39566fcee7

View File

@ -59,6 +59,23 @@ namespace glm
/// @{
/// Builds a translation 4 * 4 matrix created from a vector of 3 components.
///
/// @param m Matrix multiplied by this translation matrix.
/// @param v Coordinates of a translation vector.
///
/// @tparam T Value type used to build the translation matrix. Currently supported: half (not recommanded), float or double.
///
/// @code
/// #include <glm/glm.hpp>
/// #include <glm/gtc/matrix_transform.hpp>
/// ...
/// glm::mat4 m = glm::translate(glm::mat4(1.0f), glm::vec3(1.0f));
/// // m[0][0] == 1.0f, m[0][1] == 0.0f, m[0][2] == 0.0f, m[0][3] == 0.0f
/// // m[1][0] == 0.0f, m[1][1] == 1.0f, m[1][2] == 0.0f, m[1][3] == 0.0f
/// // m[2][0] == 0.0f, m[2][1] == 0.0f, m[2][2] == 1.0f, m[2][3] == 0.0f
/// // m[3][0] == 1.0f, m[3][1] == 1.0f, m[3][2] == 1.0f, m[3][3] == 1.0f
/// @endcode
///
/// @see gtc_matrix_transform
/// @see gtx_transform
/// @see - translate(T x, T y, T z)
@ -70,6 +87,7 @@ namespace glm
detail::tvec3<T> const & v);
/// Builds a rotation 4 * 4 matrix created from an axis vector and an angle expressed in degrees.
///
/// @see gtc_matrix_transform
/// @see gtx_transform
/// @see - rotate(T angle, T x, T y, T z)
@ -82,6 +100,7 @@ namespace glm
detail::tvec3<T> const & v);
/// Builds a scale 4 * 4 matrix created from 3 scalars.
///
/// @see gtc_matrix_transform
/// @see gtx_transform
/// @see - scale(T x, T y, T z) scale(T const & x, T const & y, T const & z)
@ -93,6 +112,7 @@ namespace glm
detail::tvec3<T> const & v);
/// Creates a matrix for an orthographic parallel viewing volume.
///
/// @see gtc_matrix_transform
/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top)
template <typename T>
@ -105,6 +125,7 @@ namespace glm
T const & zFar);
/// Creates a matrix for projecting two-dimensional coordinates onto the screen.
///
/// @see gtc_matrix_transform
/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar)
template <typename T>
@ -115,6 +136,7 @@ namespace glm
T const & top);
/// Creates a frustum matrix.
///
/// @see gtc_matrix_transform
template <typename T>
detail::tmat4x4<T> frustum(
@ -126,6 +148,7 @@ namespace glm
T const & farVal);
/// Creates a matrix for a symetric perspective-view frustum.
///
/// @see gtc_matrix_transform
template <typename T>
detail::tmat4x4<T> perspective(
@ -134,7 +157,8 @@ namespace glm
T const & zNear,
T const & zFar);
/// Builds a perspective projection matrix based on a field of view
/// Builds a perspective projection matrix based on a field of view.
///
/// @see gtc_matrix_transform
template <typename valType>
detail::tmat4x4<valType> perspectiveFov(
@ -144,19 +168,22 @@ namespace glm
valType const & zNear,
valType const & zFar);
/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite .
/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite.
///
/// @see gtc_matrix_transform
template <typename T>
detail::tmat4x4<T> infinitePerspective(
T fovy, T aspect, T zNear);
/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
///
/// @see gtc_matrix_transform
template <typename T>
detail::tmat4x4<T> tweakedInfinitePerspective(
T fovy, T aspect, T zNear);
/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
///
/// @see gtc_matrix_transform
template <typename T, typename U>
detail::tvec3<T> project(
@ -166,6 +193,7 @@ namespace glm
detail::tvec4<U> const & viewport);
/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
///
/// @see gtc_matrix_transform
template <typename T, typename U>
detail::tvec3<T> unProject(
@ -175,6 +203,7 @@ namespace glm
detail::tvec4<U> const & viewport);
/// Define a picking region
///
/// @see gtc_matrix_transform
template <typename T, typename U>
detail::tmat4x4<T> pickMatrix(
@ -183,6 +212,7 @@ namespace glm
detail::tvec4<U> const & viewport);
/// Build a look at view matrix.
///
/// @see gtc_matrix_transform
/// @see - frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal)
/// @param eye Position of the camera