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Updated Matrix4 doc

looeee 8 年之前
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共有 2 個文件被更改,包括 196 次插入108 次删除
  1. 14 6
      docs/api/math/Matrix3.html
  2. 182 102
      docs/api/math/Matrix4.html

+ 14 - 6
docs/api/math/Matrix3.html

@@ -18,9 +18,15 @@
 		<code>
 var m = new Matrix3();
 
+//The set method takes elements in row-major order
 m.set( 11, 12, 13,
        21, 22, 23,
        31, 32, 33 );
+
+//Internally they are stored in column major order, so the value of m.elements will now be:
+m.elements = [ 11, 21, 31,
+              12, 22, 32,
+              13, 23, 33 ];
 		</code>
 
 		<h2>Constructor</h2>
@@ -38,7 +44,7 @@ m.set( 11, 12, 13,
 
 		<h3>[property:Float32Array elements]</h3>
 		<div>
-		A [link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major]
+		A [link:https://en.wikipedia.org/wiki/Row-_and_column-major_order column-major]
 		 list of matrix values.
 		</div>
 
@@ -56,7 +62,7 @@ m.set( 11, 12, 13,
 		<h3>[method:Array applyToBuffer]( [page:ArrayBuffer buffer], [page:Number offset], [page:Number length] )</h3>
 		<div>
 		[page:Array buffer] - An [link:https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Global_Objects/ArrayBuffer ArrayBuffer]
-		of floats in the form [vector1x, vector1y, vector1z, vector2x, vector2y, vector2z, ...], that represent 3D vectors.<br />>
+		of floats in the form [vector1x, vector1y, vector1z, vector2x, vector2y, vector2z, ...], that represent 3D vectors.<br />
 		[page:Number offset] - (optional) index in the array of the first vector's x component. Default is 0.<br />
 		[page:Number length] - (optional) index in the array of the last vector's z component.
 		Default is the last element in the array.<br /><br />
@@ -67,7 +73,7 @@ m.set( 11, 12, 13,
 		<h3>[method:Array applyToVector3Array]( [page:Array array], [page:Number offset], [page:Number length] )</h3>
 		<div>
 		[page:Array array] - An array of floats in the form [vector1x, vector1y, vector1z, vector2x, vector2y, vector2z, ...],
-		that represent 3D vectors.<br />>
+		that represent 3D vectors.<br />
 		[page:Number offset] - (optional) index in the array of the first vector's x component. Default is 0.<br />
 		[page:Number length] - (optional) index in the array of the last vector's z component.
 		Default is the last element in the array.<br /><br />
@@ -83,7 +89,8 @@ m.set( 11, 12, 13,
 
 		<h3>[method:Float determinant]()</h3>
 		<div>
-		Computes and returns the [link:https://en.wikipedia.org/wiki/Determinant determinant] of this matrix.
+		Computes and returns the
+		[link:https://en.wikipedia.org/wiki/Determinant determinant] of this matrix.
 		</div>
 
 		<h3>[method:Matrix3 fromArray]( [page:Array array], [page:Integer offset] )</h3>
@@ -103,7 +110,7 @@ m.set( 11, 12, 13,
 		Set this matrix to the [link:https://en.wikipedia.org/wiki/Invertible_matrix inverse] of the passed matrix [page:Matrix3 m],
 		using the [link:https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution analytic method].
 
-		If [page:Boolean throwOnDegenerate] is not set and the matrix is invertible, return the 3x3 identity matrix.
+		If [page:Boolean throwOnDegenerate] is not set and the matrix is invertible, set this to the 3x3 identity matrix.
 		</div>
 
 		<h3>[method:Matrix3 getNormalMatrix]( [page:Matrix4 m] )</h3>
@@ -144,7 +151,8 @@ m.set( 11, 12, 13,
 		[page:Float n32] - value to put in row 3, col 2.<br />
 		[page:Float n33] - value to put in row 3, col 3.<br /><br />
 
-		Sets the 3x3 matrix values to the given [link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order row-major]
+		Sets the 3x3 matrix values to the given
+		[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order row-major]
 		sequence of values.
 		</div>
 

+ 182 - 102
docs/api/math/Matrix4.html

@@ -15,25 +15,33 @@
 
 		<h2>Example</h2>
 
-		<code>// Simple rig for rotating around 3 axes
-
-		var m = new THREE.Matrix4();
-
-		var m1 = new THREE.Matrix4();
-		var m2 = new THREE.Matrix4();
-		var m3 = new THREE.Matrix4();
+		<code>
+var m = new Matrix4();
+		</code>
 
-		var alpha = 0;
-		var beta = Math.PI;
-		var gamma = Math.PI/2;
+		<h2>A Note on Row-Major and Column-Major Ordering</h2>
+		<div>
+			The [page:set]() method takes arguments in [link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order row-major]
+			order, while internally they are stored in the [page:elements] array in column-major order.<br /><br />
 
-		m1.makeRotationX( alpha );
-		m2.makeRotationY( beta );
-		m3.makeRotationZ( gamma );
+			This means that calling
+		<code>
+m.set( 11, 12, 13, 14,
+       21, 22, 23, 24,
+       31, 32, 33, 34 );
 
-		m.multiplyMatrices( m1, m2 );
-		m.multiply( m3 );
 		</code>
+		will result in the elements array containing:
+		<code>
+m.elements = [ 11, 21, 31, 41,
+               12, 22, 32, 42,
+               13, 23, 33, 43 ];
+		</code>
+		and internally all calculations are performed using column-major ordering. However, as the actual ordering
+		makes no difference mathematically and most people are used to thinking about matrices in row-major order,
+		the rest of this document show matrices in row-major order. Just bear in mind that if you are reading the source
+		code, you'll have to take the transpose of the matrices outlined here to make sense of the calculations.
+		</div>
 
 
 		<h2>Constructor</h2>
@@ -64,14 +72,12 @@
 
 
 
-
-
 		<h2>Methods</h2>
 
 		<h3>[method:Array applyToBuffer]( [page:ArrayBuffer buffer], [page:Number offset], [page:Number length] )</h3>
 		<div>
 		[page:Array buffer] - An [link:https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Global_Objects/ArrayBuffer ArrayBuffer]
-		of floats in the form [vector1x, vector1y, vector1z, vector2x, vector2y, vector2z, ...], that represent 3D vectors.<br />>
+		of floats in the form [vector1x, vector1y, vector1z, vector2x, vector2y, vector2z, ...], that represent 3D vectors.<br />
 		[page:Number offset] - (optional) index in the array of the first vector's x component. Default is 0.<br />
 		[page:Number length] - (optional) index in the array of the last vector's z component.
 		Default is the last element in the array.<br /><br />
@@ -83,7 +89,7 @@
 		<h3>[method:Array applyToVector3Array]( [page:Array array], [page:Number offset], [page:Number length] )</h3>
 		<div>
 		[page:Array array] - An array of floats in the form [vector1x, vector1y, vector1z, vector2x, vector2y, vector2z, ...],
-		that represent 3D vectors.<br />>
+		that represent 3D vectors.<br />
 		[page:Number offset] - (optional) index in the array of the first vector's x component. Default is 0.<br />
 		[page:Number length] - (optional) index in the array of the last vector's z component.
 		Default is the last element in the array.<br /><br />
@@ -94,9 +100,13 @@
 		<h3>[method:Matrix4 clone]()</h3>
 		<div>Creates a new Matrix4 and with identical elements to this one.</div>
 
-		<h3>[method:Matrix4 compose]( [page:Vector3 translation], [page:Quaternion quaternion], [page:Vector3 scale] )</h3>
+		<h3>[method:Matrix4 compose]( [page:Vector3 position], [page:Quaternion quaternion], [page:Vector3 scale] )</h3>
 		<div>
-		Sets this matrix to the transformation composed of [page:Vector3 translation], [page:Quaternion quaternion] and [page:Vector3 scale].
+		Sets this matrix to the transformation composed of [page:Vector3 position],
+		[page:Quaternion quaternion] and [page:Vector3 scale]. Internally this calls
+		[page:.makeRotationFromQuaternion makeRotationFromQuaternion]( [page:Quaternion quaternion] )
+		followed by [page:.scale scale]( [page:Vector3 scale] ), then finally
+		[page:.setPosition setPosition]( [page:Vector3 position] ).
 		</div>
 
 		<h3>[method:Matrix4 copy]( [page:Matrix4 m] )</h3>
@@ -104,200 +114,270 @@
 
 		<h3>[method:Matrix4 copyPosition]( [page:Matrix4 m] )</h3>
 		<div>
-		Copies the translation component of the supplied matrix *m* into this matrix's translation component.
+		Copies the translation component of the supplied matrix [page:Matrix4 m] into this
+		matrix's translation component.
 		</div>
 
-		<h3>[method:null decompose]( [page:Vector3 translation], [page:Quaternion quaternion], [page:Vector3 scale] )</h3>
+		<h3>[method:null decompose]( [page:Vector3 position], [page:Quaternion quaternion], [page:Vector3 scale] )</h3>
 		<div>
-		Decomposes this matrix into the *translation*, *quaternion* and *scale* components.
+		Decomposes this matrix into it's [page:Vector3 position], [page:Quaternion quaternion] and
+		[page:Vector3 scale] components.
 		</div>
 
+		<h3>[method:Float determinant]()</h3>
 		<h3>[method:Float determinant]()</h3>
 		<div>
-		Computes and returns the determinant of this matrix.<br />
+		Computes and returns the
+		[link:https://en.wikipedia.org/wiki/Determinant determinant] of this matrix.<br /><br />
+
 		Based on [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm]
 		</div>
 
 		<h3>[method:Boolean equals]( [page:Matrix4 m] )</h3>
-		<div>Return true if this and [page:Matrix4 m] are equals.</div>
+		<div>Return true if this and [page:Matrix4 m] are equal.</div>
 
 		<h3>[method:Matrix4 extractBasis]( [page:Vector3 xAxis], [page:Vector3 yAxis], [page:Vector3 zAxis] )</h3>
 		<div>
-		Extracts basis of into the three axis vectors provided.  Returns the current matrix.
+		Extracts the [link:https://en.wikipedia.org/wiki/Basis_(linear_algebra) basis] of this
+		matrix into the three axis vectors provided.
 		</div>
 
 		<h3>[method:Matrix4 extractRotation]( [page:Matrix4 m] )</h3>
 		<div>
-		Extracts the rotation of the supplied matrix *m* into this matrix rotation component.
+		Extracts the rotation component of the supplied matrix [page:Matrix4 m] into this matrix's
+		rotation component.
 		</div>
 
 		<h3>[method:Matrix4 fromArray]( [page:Array array], [page:Integer offset] )</h3>
 		<div>
-		array -- [page:Array] The array to read the elements from.<br />
-		offset -- [page:Integer] optional offset into the array. Default is 0.
-		</div>
-		<div>
-		Sets the elements of this matrix based on an array in column-major format.
+		[page:Array array] - the array to read the elements from.<br />
+		[page:Integer offset] - ( optional ) offset into the array. Default is 0.<br /><br />
+
+		Sets the elements of this matrix based on an [page:Array array] in
+		[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major] format.
 		</div>
 
-		<h3>[method:Matrix4 getInverse]( [page:Matrix4 m] )</h3>
+		<h3>[method:Matrix4 getInverse]( [page:Matrix4 m], [page:Boolean throwOnDegenerate] )</h3>
 		<div>
-		Sets this matrix to the inverse of matrix *m*.<br />
-		Based on [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm].
+		[page:Matrix4 m] - the matrix to take the inverse of.<br />
+		[page:Boolean throwOnDegenerate] - (optional) If true, throw an error if the matrix is degenerate (not invertible).<br /><br />
+
+		Set this matrix to the [link:https://en.wikipedia.org/wiki/Invertible_matrix inverse] of the passed matrix [page:Matrix4 m],
+		using the method outlined [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm here].
+
+		If [page:Boolean throwOnDegenerate] is not set and the matrix is invertible, set this to the 4x4 identity matrix.
 		</div>
 
+
 		<h3>[method:Float getMaxScaleOnAxis]()</h3>
-		<div>
-		Gets the maximum scale value of the 3 axes.
-		</div>
+		<div>Gets the maximum scale value of the 3 axes.</div>
 
 		<h3>[method:Matrix4 identity]()</h3>
-		<div>
-		Resets this matrix to identity.
-		</div>
+		<div>Resets this matrix to [link:https://en.wikipedia.org/wiki/Identity_matrix identity matrix].</div>
 
 		<h3>[method:Matrix4 lookAt]( [page:Vector3 eye], [page:Vector3 center], [page:Vector3 up], )</h3>
 		<div>
-		Constructs a rotation matrix, looking from *eye* towards *center* with defined *up* vector.
+			Constructs a rotation matrix, looking from [page:Vector3 eye] towards [page:Vector3 center]
+			oriented by the [page:Vector3 up] vector.
 		</div>
 
 		<h3>[method:Matrix4 makeRotationAxis]( [page:Vector3 axis], [page:Float theta] )</h3>
 		<div>
-		axis — Rotation axis, should be normalized.
-		theta — Rotation angle in radians.
-		</div>
-		<div>
-		Sets this matrix as rotation transform around *axis* by *angle* radians.<br />
-		Based on [link:http://www.gamedev.net/reference/articles/article1199.asp].
+		[page:Vector3 axis] — Rotation axis, should be normalized.<br />
+		[page:Float theta] — Rotation angle in radians.<br /><br />
+
+		Sets this matrix as rotation transform around [page:Vector3 axis] by [page:Float theta] radians.<br />
+
+		This is a somewhat controversial but mathematically sound alternative to rotating via [page:Quaternions].
+		[link:http://www.gamedev.net/reference/articles/article1199.asp].
 		</div>
 
 		<h3>[method:Matrix4 makeBasis]( [page:Vector3 xAxis], [page:Vector3 yAxis], [page:Vector3 zAxis] )</h3>
 		<div>
-		Creates the basis matrix consisting of the three provided axis vectors.  Returns the current matrix.
+		Creates the [link:https://en.wikipedia.org/wiki/Basis_(linear_algebra) basis] matrix consisting
+		of the three provided basis vectors.
 		</div>
 
 		<h3>[method:Matrix4 makeFrustum]( [page:Float left], [page:Float right], [page:Float bottom], [page:Float top], [page:Float near], [page:Float far] )</h3>
 		<div>
-		Creates a [page:Frustum frustum] matrix.
+			Creates a matrix representing a [link:https://en.wikipedia.org/wiki/Frustum frustum].
+			This is used internally by [page:PerspectiveCamera.updateProjectionMatrix]()
 		</div>
 
 		<h3>[method:Matrix4 makeOrthographic]( [page:Float left], [page:Float right], [page:Float top], [page:Float bottom], [page:Float near], [page:Float far] )</h3>
 		<div>
-		Creates an orthographic projection matrix.
+		Creates an [link:https://en.wikipedia.org/wiki/Orthographic_projection orthographic projection] matrix.
+		This is used internally by [page:OrthographicCamera.updateProjectionMatrix]().
 		</div>
 
 		<h3>[method:Matrix4 makePerspective]( [page:Float fov], [page:Float aspect], [page:Float near], [page:Float far] )</h3>
 		<div>
-		Creates a perspective projection matrix.
+		Creates a [link:https://en.wikipedia.org/wiki/3D_projection#Perspective_projection perspective projection] matrix.
+
 		</div>
 
 		<h3>[method:Matrix4 makeRotationFromEuler]( [page:Euler euler] )</h3>
 		<div>
-		euler — Rotation vector followed by order of rotations, e.g., "XYZ".
-		</div>
-		<div>
-		Sets the rotation submatrix of this matrix to the rotation specified by Euler angles, the rest of the matrix is identity.<br />
-		Default order is *"XYZ"*.
+		Sets the rotation component of this matrix to the rotation specified by the given [page:Euler Euler Angle].
+		The rest of the matrix is set to the identity.
 		</div>
 
 		<h3>[method:Matrix4 makeRotationFromQuaternion]( [page:Quaternion q] )</h3>
 		<div>
-		Sets the rotation submatrix of this matrix to the rotation specified by *q*. The rest of the matrix is identity.
+		Sets the rotation component of this matrix to the rotation specified by [page:Quaternion q].
+		The rest of the matrix is set to the identity.
 		</div>
 
 		<h3>[method:Matrix4 makeRotationX]( [page:Float theta] )</h3>
 		<div>
-		theta — Rotation angle in radians.
-		</div>
-		<div>
-		Sets this matrix as rotation transform around x axis by *theta* radians.
+		[page:Float theta] — Rotation angle in radians.<br /><br />
+
+		Sets this matrix as a rotational transformation around the X axis by [page:Float theta] (&theta;) radians.
+		The resulting matrix will be:
+		<code>
+1 0      0        0
+0 cos(&theta;) -sin(&theta;)  0
+0 sin(&theta;) cos(&theta;)   0
+0 0      0        1
+		</code>
 		</div>
 
 		<h3>[method:Matrix4 makeRotationY]( [page:Float theta] )</h3>
 		<div>
-		theta — Rotation angle in radians.
-		</div>
-		<div>
-		Sets this matrix as rotation transform around y axis by *theta* radians.
+		[page:Float theta] — Rotation angle in radians.<br /><br />
+
+		Sets this matrix as a rotational transformation around the Y axis by [page:Float theta] (&theta;) radians.
+		The resulting matrix will be:
+		<code>
+cos(&theta;)  0 sin(&theta;) 0
+0       1 0      0
+-sin(&theta;) 0 cos(&theta;) 0
+0       0 0      1
+		</code>
 		</div>
 
 		<h3>[method:Matrix4 makeRotationZ]( [page:Float theta] )</h3>
 		<div>
-		theta — Rotation angle in radians.
-		</div>
-		<div>
-		Sets this matrix as rotation transform around z axis by *theta* radians.
+		[page:Float theta] — Rotation angle in radians.<br /><br />
+
+		Sets this matrix as a rotational transformation around the Z axis by [page:Float theta] (&theta;) radians.
+		The resulting matrix will be:
+		<code>
+cos(&theta;) -sin(&theta;) 0 0
+sin(&theta;) cos(&theta;)  0 0
+0      0       1 0
+0      0       0 1
+		</code>
 		</div>
 
 		<h3>[method:Matrix4 makeScale]( [page:Float x], [page:Float y], [page:Float z] )</h3>
 		<div>
-		Sets this matrix as scale transform.
+			[page:Float x] - the amount to scale in the X axis.<br />
+			[page:Float y] - the amount to scale in the Y axis.<br />
+			[page:Float z] - the amount to scale in the Z axis.<br /><br />
+
+			Sets this matrix as scale transform:
+			<code>
+x, 0, 0, 0,
+0, y, 0, 0,
+0, 0, z, 0,
+0, 0, 0, 1
+			</code>
 		</div>
 
 		<h3>[method:Matrix4 makeShear]( [page:Float x], [page:Float y], [page:Float z] )</h3>
 		<div>
-		Sets this matrix as shear transform.
+		[page:Float x] - the amount to shear in the X axis.<br />
+		[page:Float y] - the amount to shear in the Y axis.<br />
+		[page:Float z] - the amount to shear in the Z axis.<br /><br />
+
+		Sets this matrix as a shear transform:
+<code>
+1, y, z, 0,
+x, 1, z, 0,
+x, y, 1, 0,
+0, 0, 0, 1
+</code>
 		</div>
 
 		<h3>[method:Matrix4 makeTranslation]( [page:Float x], [page:Float y], [page:Float z] )</h3>
 		<div>
-		Sets this matrix as translation transform.
+			[page:Float x] - the amount to translate in the X axis.<br />
+			[page:Float y] - the amount to translate in the Y axis.<br />
+			[page:Float z] - the amount to translate in the Z axis.<br /><br />
+
+		Sets this matrix as a translation transform:
+		<code>
+1, 0, 0, x,
+0, 1, 0, y,
+0, 0, 1, z,
+0, 0, 0, 1
+		</code>
 		</div>
 
 		<h3>[method:Matrix4 multiply]( [page:Matrix4 m] )</h3>
-		<div>
-		Post-multiplies this matrix by *m*.
-		</div>
+		<div>Post-multiplies this matrix by [page:Matrix4 m].</div>
 
 		<h3>[method:Matrix4 multiplyMatrices]( [page:Matrix4 a], [page:Matrix4 b] )</h3>
-		<div>
-		Sets this matrix to *a x b*.
-		</div>
+		<div>Sets this matrix to [page:Matrix4 a] x [page:Matrix4 b].</div>
 
 		<h3>[method:Matrix4 multiplyScalar]( [page:Float s] )</h3>
-		<div>
-		Multiplies every component of the matrix by a scalar value *s*.
-		</div>
+		<div>Multiplies every component of the matrix by a scalar value [page:Float s].</div>
 
 		<h3>[method:Matrix4 multiplyToArray]( [page:Matrix4 a], [page:Matrix4 b], [page:Array r] )</h3>
 		<div>
-		Sets this matrix to *a x b* and stores the result into the flat array *r*.<br />
-		*r* can be either a regular Array or a TypedArray.
+		Sets this matrix to [page:Matrix4 a] x [page:Matrix4 b] and stores the result into the flat array [page:Array r],
+		in [link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major] order.
+
+		[page:Array r] can be either a regular Array or a [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Typed_arrays TypedArray].
 		</div>
 
 		<h3>[method:Matrix4 premultiply]( [page:Matrix4 m] )</h3>
-		<div>
-		Pre-multiplies this matrix by *m*.
-		</div>
+		<div>Pre-multiplies this matrix by [page:Matrix4 m].</div>
 
 		<h3>[method:Matrix4 scale]( [page:Vector3 v] )</h3>
-		<div>
-		Multiplies the columns of this matrix by vector *v*.
-		</div>
+		<div>Multiplies the columns of this matrix by vector [page:Vector3 v].</div>
 
-		<h3>[method:Matrix4 set]( [page:Float n11], [page:Float n12], [page:Float n13], [page:Float n14], [page:Float n21], [page:Float n22], [page:Float n23], [page:Float n24], [page:Float n31], [page:Float n32], [page:Float n33], [page:Float n34], [page:Float n41], [page:Float n42], [page:Float n43], [page:Float n44] )</h3>
+		<h3>[method:Matrix4 set](
+			[page:Float n11], [page:Float n12], [page:Float n13], [page:Float n14],
+			[page:Float n21], [page:Float n22], [page:Float n23], [page:Float n24],
+			[page:Float n31], [page:Float n32], [page:Float n33], [page:Float n34],
+			[page:Float n41], [page:Float n42], [page:Float n43], [page:Float n44] )</h3>
 		<div>
-		Sets all fields of this matrix to the supplied row-major values n11..n44.
+			Set the [page:.elements elements] of this matrix to the supplied row-major values [page:Float n11],
+			[page:Float n12], ... [page:Float n44].
 		</div>
 
 		<h3>[method:Matrix4 setPosition]( [page:Vector3 v] )</h3>
 		<div>
-		Sets the position component for this matrix from vector *v*.
+			Sets the position component for this matrix from vector [page:Vector3 v], without affecting the
+			rest of the matrix - i.e. if the matrix is currently:
+<code>
+a, b, c, d,
+e, f, g, h,
+i, j, k, l,
+m, n, o, p
+</code>
+This becomes:
+<code>
+a, b, c, v.x,
+e, f, g, v.y,
+i, j, k, v.z,
+m, n, o, p
+</code>
 		</div>
 
 		<h3>[method:Array toArray]( [page:Array array], [page:Integer offset] )</h3>
 		<div>
-		array -- [page:Array] optional array to store the vector <br />
-		offset -- [page:Integer] optional offset into the array
-		</div>
-		<div>
-		Writes the elements of this matrix to an array in column-major format.
+		[page:Array array] - (optional) array to store the resulting vector in.<br />
+		[page:Integer offset] - (optional) offset in the array at which to put the result.<br /><br />
+
+		Writes the elements of this matrix to an array in
+		[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major] format.
 		</div>
 
 		<h3>[method:Matrix4 transpose]()</h3>
-		<div>
-		Transposes this matrix.
-		</div>
+		<div>[link:https://en.wikipedia.org/wiki/Transpose Transposes] this matrix.</div>
 
 		<h2>Source</h2>