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Improved doxygens see also
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@ -10,7 +10,7 @@
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**/
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/*!
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\defgroup gtc_half_float GLM_GTC_half_float: Half-precision floating-point based types and functions.
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\defgroup gtc_half_float GLM_GTC_half_float: Half-precision floating-point based types and functions
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\ingroup gtc
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Defines the half-precision floating-point type, along with various typedefs for vectors and matrices.
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@ -18,7 +18,7 @@
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**/
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/*!
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\defgroup gtc_matrix_access GLM_GTC_matrix_access: Access matrix rows and columns.
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\defgroup gtc_matrix_access GLM_GTC_matrix_access: Access matrix rows and columns
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\ingroup gtc
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Defines functions to access rows or columns of a matrix easily.
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@ -26,7 +26,7 @@
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**/
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/*!
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\defgroup gtc_matrix_integer GLM_GTC_matrix_integer: Integer matrix types.
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\defgroup gtc_matrix_integer GLM_GTC_matrix_integer: Integer matrix types
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\ingroup gtc
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Defines a number of matrices with integer types.
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@ -42,7 +42,7 @@
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**/
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/*!
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\defgroup gtc_matrix_transform GLM_GTC_matrix_transform: Matrix transform functions.
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\defgroup gtc_matrix_transform GLM_GTC_matrix_transform: Matrix transform functions
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\ingroup gtc
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\brief Defines functions that generate common transformation matrices.
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@ -66,7 +66,7 @@
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**/
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/*!
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\defgroup gtc_type_precision GLM_GTC_type_precision: Vector and matrix types with defined precisions.
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\defgroup gtc_type_precision GLM_GTC_type_precision: Vector and matrix types with defined precisions
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\ingroup gtc
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\brief Defines specific C++-based precision types.
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@ -78,7 +78,7 @@
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**/
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/*!
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\defgroup gtc_type_ptr GLM_GTC_type_ptr: Memory layout access.
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\defgroup gtc_type_ptr GLM_GTC_type_ptr: Memory layout access
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\ingroup gtc
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\brief Used to get a pointer to the memory layout of a basic type.
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@ -20,13 +20,15 @@
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//! OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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//! THE SOFTWARE.
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///////////////////////////////////////////////////////////////////////////////////
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//! \ref gtc_matrix_transform GLM_GTC_matrix_transform
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//! \date 2009-04-29 / 2011-05-16
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//! \ref gtc_matrix_transform
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//! \file glm/gtc/matrix_transform.hpp
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//! \date 2009-04-29 / 2011-05-16
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//! \author Christophe Riccio
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///////////////////////////////////////////////////////////////////////////////////
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//! Dependency:
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//! - \link core GLM core \endlink
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//! \sa core (dependence)
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//! \sa gtc_matrix_transform
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//! \sa gtx_transform
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//! \sa gtx_transform2
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///////////////////////////////////////////////////////////////////////////////////
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#ifndef glm_gtc_matrix_transform
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@ -53,8 +55,8 @@ 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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//! \sa
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//! - \link gtx_transform GLM_GTX_transform \endlink extension
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//! \sa - gtc_matrix_transform
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//! \sa - gtx_transform:
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//! - glm::gtx::transform::translate(T x, T y, T z)
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//! - glm::gtx::transform::translate(detail::tmat4x4<T> const & m, T x, T y, T z)
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template <typename T>
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@ -63,10 +65,10 @@ namespace glm
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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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//! \sa
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//! - \link gtx_transform GLM_GTX_transform \endlink extension
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//! - glm::gtx::transform::rotate(T angle, T x, T y, T z)
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//! - glm::gtx::transform::rotate(detail::tmat4x4<T> const & m, T angle, T x, T y, T z)
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//! \sa - gtc_matrix_transform
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//! \sa - gtx_transform:
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//! - \link glm::gtx::transform::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::gtx::transform::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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template <typename T>
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detail::tmat4x4<T> rotate(
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detail::tmat4x4<T> const & m,
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@ -74,15 +76,18 @@ 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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//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
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//! - See also: \link glm::gtx::transform::scale GLM_GTX_transform \endlink
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//! \sa - gtc_matrix_transform
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//! \sa - gtx_transform:
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//! - \link glm::gtx::transform::scale(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::gtx::transform::scale(detail::tmat4x4<T> const & m, 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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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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//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
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//! \sa - gtc_matrix_transform:
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//! - \link glm::gtc::matrix_transform::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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template <typename T>
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detail::tmat4x4<T> ortho(
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T const & left,
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@ -93,8 +98,9 @@ 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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//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
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template <typename T>
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//! \sa - gtc_matrix_transform:
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//! - \link glm::gtc::matrix_transform::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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template <typename T>
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detail::tmat4x4<T> ortho(
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T const & left,
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T const & right,
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@ -102,7 +108,7 @@ namespace glm
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T const & top);
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//! Creates a frustum matrix.
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//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
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//! \sa - 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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@ -113,7 +119,7 @@ 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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//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
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//! \sa - 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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T const & zFar);
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//! Builds a perspective projection matrix based on a field of view
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//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
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//! \sa - 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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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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//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
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//! \sa - 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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//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
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//! \sa - 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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//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
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//! \sa - 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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@ -153,7 +159,7 @@ 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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//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
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//! \sa - 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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detail::tvec4<U> const & viewport);
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//! Define a picking region
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//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
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//! \sa - 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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detail::tvec4<U> const & viewport);
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//! Build a look at view matrix.
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//! \sa frustum()
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//! \sa - 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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//! \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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//! OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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//! THE SOFTWARE.
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///////////////////////////////////////////////////////////////////////////////////
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//! \ref gtc_matrix_transform GLM_GTC_matrix_transform
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//! \date 2005-12-21 / 2011-05-16
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//! \ref gtx_transform
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//! \file glm/gtx/transform.hpp
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//! \date 2005-12-21 / 2011-05-16
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//! \author Christophe Riccio
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///////////////////////////////////////////////////////////////////////////////////
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//! Dependency:
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//! - \link core GLM core \endlink
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//! - \link gtc_matrix_transform GLM_GTC_matric_transform \endlink
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//! \sa core (dependence)
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//! \sa gtc_matrix_transform (dependence)
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//! \sa gtx_transform
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//! \sa gtx_transform2
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///////////////////////////////////////////////////////////////////////////////////
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#ifndef glm_gtx_transform
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