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Updated doxygen doc
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@ -59,22 +59,22 @@ namespace glm
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/// @{
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/// Builds a translation 4 * 4 matrix created from a vector of 3 components.
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/// @see - gtc_matrix_transform
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/// @see - gtx_transform
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// - @ref template <typename T> detail::tmat4x4<T> translate(T x, T y, T z)
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// - @ref template <typename T> detail::tmat4x4<T> translate(detail::tmat4x4<T> const & m, T x, T y, T z)
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// - @ref template <typename T> detail::tmat4x4<T> translate(detail::tvec3<T> const & v)
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/// @see gtc_matrix_transform
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/// @see gtx_transform
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/// @see - translate(T x, T y, T z)
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/// @see - translate(detail::tmat4x4<T> const & m, T x, T y, T z)
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/// @see - translate(detail::tvec3<T> const & v)
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template <typename T>
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detail::tmat4x4<T> translate(
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detail::tmat4x4<T> const & m,
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detail::tvec3<T> const & v);
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/// Builds a rotation 4 * 4 matrix created from an axis vector and an angle expressed in degrees.
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/// @see - gtc_matrix_transform
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/// @see - gtx_transform
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// - @link glm::rotate(T angle, T x, T y, T z) rotate(T const & angle, T const & x, T const & y, T const & z) @endlink
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// - @link glm::rotate(detail::tmat4x4<T> const & m, T angle, T x, T y, T z) rotate(mat4x4<T> const & m, T const & angle, T const & x, T const & y, T const & z) @endlink
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// - @link glm::rotate(T angle, detail::tvec3<T> const & v) rotate(T const & angle, vec3<T> const & v) @endlink
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/// @see gtc_matrix_transform
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/// @see gtx_transform
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/// @see - rotate(T angle, T x, T y, T z)
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/// @see - rotate(detail::tmat4x4<T> const & m, T angle, T x, T y, T z)
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/// @see - rotate(T angle, detail::tvec3<T> const & v)
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template <typename T>
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detail::tmat4x4<T> rotate(
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detail::tmat4x4<T> const & m,
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@ -82,19 +82,19 @@ namespace glm
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detail::tvec3<T> const & v);
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/// Builds a scale 4 * 4 matrix created from 3 scalars.
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/// @see - gtc_matrix_transform
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/// @see - gtx_transform
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// - @link scale(T x, T y, T z) scale(T const & x, T const & y, T const & z) @endlink
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// - @link scale(detail::tmat4x4<T> const & m, T x, T y, T z) scale(mat4x4<T> const & m, T const & angle, T const & x, T const & y, T const & z) @endlink
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// - @link scale(detail::tvec3<T> const & v) scale(vec3<T> const & v) @endlink
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/// @see gtc_matrix_transform
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/// @see gtx_transform
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/// @see - scale(T x, T y, T z) scale(T const & x, T const & y, T const & z)
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/// @see - scale(detail::tmat4x4<T> const & m, T x, T y, T z)
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/// @see - scale(detail::tvec3<T> const & v)
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template <typename T>
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detail::tmat4x4<T> scale(
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detail::tmat4x4<T> const & m,
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detail::tvec3<T> const & v);
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/// Creates a matrix for an orthographic parallel viewing volume.
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/// @see - gtc_matrix_transform
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// - @link glm::ortho(T const & left, T const & right, T const & bottom, T const & top) ortho(T const & left, T const & right, T const & bottom, T const & top) @endlink
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/// @see gtc_matrix_transform
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/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top)
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template <typename T>
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detail::tmat4x4<T> ortho(
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T const & left,
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@ -105,8 +105,8 @@ namespace glm
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T const & zFar);
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/// Creates a matrix for projecting two-dimensional coordinates onto the screen.
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/// @see - gtc_matrix_transform
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// - @link glm::ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar) ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar) @endlink
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/// @see gtc_matrix_transform
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/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar)
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template <typename T>
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detail::tmat4x4<T> ortho(
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T const & left,
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@ -115,7 +115,7 @@ namespace glm
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T const & top);
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/// Creates a frustum matrix.
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/// @see - gtc_matrix_transform
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/// @see gtc_matrix_transform
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template <typename T>
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detail::tmat4x4<T> frustum(
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T const & left,
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@ -126,7 +126,7 @@ namespace glm
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T const & farVal);
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/// Creates a matrix for a symetric perspective-view frustum.
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/// @see - gtc_matrix_transform
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/// @see gtc_matrix_transform
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template <typename T>
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detail::tmat4x4<T> perspective(
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T const & fovy,
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@ -135,7 +135,7 @@ namespace glm
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T const & zFar);
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/// Builds a perspective projection matrix based on a field of view
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/// @see - gtc_matrix_transform
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/// @see gtc_matrix_transform
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template <typename valType>
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detail::tmat4x4<valType> perspectiveFov(
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valType const & fov,
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@ -145,19 +145,19 @@ namespace glm
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valType const & zFar);
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/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite .
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/// @see - gtc_matrix_transform
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/// @see gtc_matrix_transform
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template <typename T>
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detail::tmat4x4<T> infinitePerspective(
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T fovy, T aspect, T zNear);
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/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
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/// @see - gtc_matrix_transform
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/// @see gtc_matrix_transform
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template <typename T>
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detail::tmat4x4<T> tweakedInfinitePerspective(
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T fovy, T aspect, T zNear);
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/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
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/// @see - gtc_matrix_transform
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/// @see gtc_matrix_transform
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template <typename T, typename U>
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detail::tvec3<T> project(
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detail::tvec3<T> const & obj,
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@ -166,7 +166,7 @@ namespace glm
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detail::tvec4<U> const & viewport);
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/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
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/// @see - gtc_matrix_transform
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/// @see gtc_matrix_transform
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template <typename T, typename U>
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detail::tvec3<T> unProject(
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detail::tvec3<T> const & win,
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@ -175,7 +175,7 @@ namespace glm
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detail::tvec4<U> const & viewport);
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/// Define a picking region
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/// @see - gtc_matrix_transform
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/// @see gtc_matrix_transform
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template <typename T, typename U>
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detail::tmat4x4<T> pickMatrix(
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detail::tvec2<T> const & center,
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@ -183,8 +183,8 @@ namespace glm
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detail::tvec4<U> const & viewport);
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/// Build a look at view matrix.
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/// @see - gtc_matrix_transform
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// - @link 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) @endlink
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/// @see gtc_matrix_transform
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/// @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)
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/// @param eye Position of the camera
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/// @param center Position where the camera is looking at
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/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
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