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@@ -60,10 +60,10 @@ namespace glm
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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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- /// - @link translate(T x, T y, T z) translate(T x, T y, T z) @endlink
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- /// - @link translate(detail::tmat4x4<T> const & m, T x, T y, T z) translate(mat4x4<T> const & m, T x, T y, T z) @endlink
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- /// - @link translate(detail::tvec3<T> const & v) translate(vec3<T> const & v) @endlink
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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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template <typename T>
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detail::tmat4x4<T> translate(
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detail::tmat4x4<T> const & m,
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@@ -71,10 +71,10 @@ namespace glm
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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 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 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 rotate(T angle, detail::tvec3<T> const & v) rotate(T const & angle, vec3<T> const & v) @endlink
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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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template <typename T>
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detail::tmat4x4<T> rotate(
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detail::tmat4x4<T> const & m,
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@@ -83,18 +83,18 @@ namespace glm
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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 - 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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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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+ // - @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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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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+ // - @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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template <typename T>
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detail::tmat4x4<T> ortho(
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T const & left,
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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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+ // - @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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