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Merge branch '0.9.3' of ssh://ogl-math.git.sourceforge.net/gitroot/ogl-math/ogl-math into 0.9.3

Christophe Riccio 14 years ago
parent
commit
0a88984a12
1 changed files with 61 additions and 31 deletions
  1. 61 31
      glm/gtc/matrix_transform.hpp

+ 61 - 31
glm/gtc/matrix_transform.hpp

@@ -59,22 +59,40 @@ namespace glm
 	/// @{
 	/// @{
 
 
 	/// Builds a translation 4 * 4 matrix created from a vector of 3 components.
 	/// Builds a translation 4 * 4 matrix created from a vector of 3 components.
-	/// @see - gtc_matrix_transform
-	/// @see - gtx_transform
-	// - @ref template <typename T> detail::tmat4x4<T> translate(T x, T y, T z)
-	// - @ref template <typename T> detail::tmat4x4<T> translate(detail::tmat4x4<T> const & m, T x, T y, T z)
-	// - @ref template <typename T> detail::tmat4x4<T> translate(detail::tvec3<T> const & v)
+	/// 
+	/// @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)
+	/// @see - translate(detail::tmat4x4<T> const & m, T x, T y, T z)
+	/// @see - translate(detail::tvec3<T> const & v)
 	template <typename T> 
 	template <typename T> 
 	detail::tmat4x4<T> translate(
 	detail::tmat4x4<T> translate(
 		detail::tmat4x4<T> const & m,
 		detail::tmat4x4<T> const & m,
 		detail::tvec3<T> const & v);
 		detail::tvec3<T> const & v);
 		
 		
 	/// Builds a rotation 4 * 4 matrix created from an axis vector and an angle expressed in degrees. 
 	/// Builds a rotation 4 * 4 matrix created from an axis vector and an angle expressed in degrees. 
-	/// @see - gtc_matrix_transform
-	/// @see - gtx_transform
-	// - @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
-	// - @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
-	// - @link glm::rotate(T angle, detail::tvec3<T> const & v) rotate(T const & angle, vec3<T> const & v) @endlink
+	/// 
+	/// @see gtc_matrix_transform
+	/// @see gtx_transform
+	/// @see - rotate(T angle, T x, T y, T z) 
+	/// @see - rotate(detail::tmat4x4<T> const & m, T angle, T x, T y, T z) 
+	/// @see - rotate(T angle, detail::tvec3<T> const & v) 
 	template <typename T> 
 	template <typename T> 
 	detail::tmat4x4<T> rotate(
 	detail::tmat4x4<T> rotate(
 		detail::tmat4x4<T> const & m,
 		detail::tmat4x4<T> const & m,
@@ -82,19 +100,21 @@ namespace glm
 		detail::tvec3<T> const & v);
 		detail::tvec3<T> const & v);
 
 
 	/// Builds a scale 4 * 4 matrix created from 3 scalars. 
 	/// Builds a scale 4 * 4 matrix created from 3 scalars. 
-	/// @see - gtc_matrix_transform
-	/// @see - gtx_transform
-	// - @link scale(T x, T y, T z) scale(T const & x, T const & y, T const & z) @endlink
-	// - @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
-	// - @link scale(detail::tvec3<T> const & v) scale(vec3<T> const & v) @endlink
+	/// 
+	/// @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)
+	/// @see - scale(detail::tmat4x4<T> const & m, T x, T y, T z)
+	/// @see - scale(detail::tvec3<T> const & v)
 	template <typename T> 
 	template <typename T> 
 	detail::tmat4x4<T> scale(
 	detail::tmat4x4<T> scale(
 		detail::tmat4x4<T> const & m,
 		detail::tmat4x4<T> const & m,
 		detail::tvec3<T> const & v);
 		detail::tvec3<T> const & v);
 
 
 	/// Creates a matrix for an orthographic parallel viewing volume.
 	/// Creates a matrix for an orthographic parallel viewing volume.
-	/// @see - gtc_matrix_transform
-	// - @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
+	/// 
+	/// @see gtc_matrix_transform
+	/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top)
 	template <typename T> 
 	template <typename T> 
 	detail::tmat4x4<T> ortho(
 	detail::tmat4x4<T> ortho(
 		T const & left, 
 		T const & left, 
@@ -105,8 +125,9 @@ namespace glm
 		T const & zFar);
 		T const & zFar);
 
 
 	/// Creates a matrix for projecting two-dimensional coordinates onto the screen.
 	/// Creates a matrix for projecting two-dimensional coordinates onto the screen.
-	/// @see - gtc_matrix_transform
-    // - @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
+	/// 
+	/// @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> 
 	template <typename T> 
 	detail::tmat4x4<T> ortho(
 	detail::tmat4x4<T> ortho(
 		T const & left, 
 		T const & left, 
@@ -115,7 +136,8 @@ namespace glm
 		T const & top);
 		T const & top);
 
 
 	/// Creates a frustum matrix.
 	/// Creates a frustum matrix.
-	/// @see - gtc_matrix_transform
+	/// 
+	/// @see gtc_matrix_transform
 	template <typename T> 
 	template <typename T> 
 	detail::tmat4x4<T> frustum(
 	detail::tmat4x4<T> frustum(
 		T const & left, 
 		T const & left, 
@@ -126,7 +148,8 @@ namespace glm
 		T const & farVal);
 		T const & farVal);
 
 
 	/// Creates a matrix for a symetric perspective-view frustum.
 	/// Creates a matrix for a symetric perspective-view frustum.
-	/// @see - gtc_matrix_transform
+	/// 
+	/// @see gtc_matrix_transform
 	template <typename T> 
 	template <typename T> 
 	detail::tmat4x4<T> perspective(
 	detail::tmat4x4<T> perspective(
 		T const & fovy, 
 		T const & fovy, 
@@ -134,8 +157,9 @@ namespace glm
 		T const & zNear, 
 		T const & zNear, 
 		T const & zFar);
 		T const & zFar);
 
 
-	/// Builds a perspective projection matrix based on a field of view
-	/// @see - gtc_matrix_transform
+	/// Builds a perspective projection matrix based on a field of view.
+	/// 
+	/// @see gtc_matrix_transform
 	template <typename valType> 
 	template <typename valType> 
 	detail::tmat4x4<valType> perspectiveFov(
 	detail::tmat4x4<valType> perspectiveFov(
 		valType const & fov, 
 		valType const & fov, 
@@ -144,20 +168,23 @@ namespace glm
 		valType const & zNear, 
 		valType const & zNear, 
 		valType const & zFar);
 		valType const & zFar);
 
 
-	/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite .
-	/// @see - gtc_matrix_transform
+	/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite.
+	/// 
+	/// @see gtc_matrix_transform
     template <typename T> 
     template <typename T> 
 	detail::tmat4x4<T> infinitePerspective(
 	detail::tmat4x4<T> infinitePerspective(
 		T fovy, T aspect, T zNear);
 		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.
 	/// 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
+	/// 
+	/// @see gtc_matrix_transform
     template <typename T> 
     template <typename T> 
 	detail::tmat4x4<T> tweakedInfinitePerspective(
 	detail::tmat4x4<T> tweakedInfinitePerspective(
 		T fovy, T aspect, T zNear);
 		T fovy, T aspect, T zNear);
 
 
 	/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
 	/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
-	/// @see - gtc_matrix_transform
+	/// 
+	/// @see gtc_matrix_transform
 	template <typename T, typename U> 
 	template <typename T, typename U> 
 	detail::tvec3<T> project(
 	detail::tvec3<T> project(
 		detail::tvec3<T> const & obj, 
 		detail::tvec3<T> const & obj, 
@@ -166,7 +193,8 @@ namespace glm
 		detail::tvec4<U> const & viewport);
 		detail::tvec4<U> const & viewport);
 
 
 	/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
 	/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
-	/// @see - gtc_matrix_transform
+	/// 
+	/// @see gtc_matrix_transform
 	template <typename T, typename U> 
 	template <typename T, typename U> 
 	detail::tvec3<T> unProject(
 	detail::tvec3<T> unProject(
 		detail::tvec3<T> const & win, 
 		detail::tvec3<T> const & win, 
@@ -175,7 +203,8 @@ namespace glm
 		detail::tvec4<U> const & viewport);
 		detail::tvec4<U> const & viewport);
 
 
 	/// Define a picking region
 	/// Define a picking region
-	/// @see - gtc_matrix_transform
+	/// 
+	/// @see gtc_matrix_transform
 	template <typename T, typename U> 
 	template <typename T, typename U> 
 	detail::tmat4x4<T> pickMatrix(
 	detail::tmat4x4<T> pickMatrix(
 		detail::tvec2<T> const & center, 
 		detail::tvec2<T> const & center, 
@@ -183,8 +212,9 @@ namespace glm
 		detail::tvec4<U> const & viewport);
 		detail::tvec4<U> const & viewport);
 
 
 	/// Build a look at view matrix.
 	/// Build a look at view matrix.
-	/// @see - gtc_matrix_transform
-	// - @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 
+	/// 
+	/// @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
 	/// @param eye Position of the camera
 	/// @param center Position where the camera is looking at
 	/// @param center Position where the camera is looking at
 	/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
 	/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)