diff --git a/glm/gtc/matrix_transform.hpp b/glm/gtc/matrix_transform.hpp index 8855c79c..5446a5e0 100644 --- a/glm/gtc/matrix_transform.hpp +++ b/glm/gtc/matrix_transform.hpp @@ -59,6 +59,23 @@ namespace glm /// @{ /// Builds a translation 4 * 4 matrix created from a vector of 3 components. + /// + /// @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 + /// #include + /// ... + /// 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) @@ -70,6 +87,7 @@ namespace glm detail::tvec3 const & v); /// Builds a rotation 4 * 4 matrix created from an axis vector and an angle expressed in degrees. + /// /// @see gtc_matrix_transform /// @see gtx_transform /// @see - rotate(T angle, T x, T y, T z) @@ -82,6 +100,7 @@ namespace glm detail::tvec3 const & v); /// Builds a scale 4 * 4 matrix created from 3 scalars. + /// /// @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) @@ -93,6 +112,7 @@ namespace glm detail::tvec3 const & v); /// Creates a matrix for an orthographic parallel viewing volume. + /// /// @see gtc_matrix_transform /// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top) template @@ -105,6 +125,7 @@ namespace glm T const & zFar); /// Creates a matrix for projecting two-dimensional coordinates onto the screen. + /// /// @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 @@ -115,6 +136,7 @@ namespace glm T const & top); /// Creates a frustum matrix. + /// /// @see gtc_matrix_transform template detail::tmat4x4 frustum( @@ -126,6 +148,7 @@ namespace glm T const & farVal); /// Creates a matrix for a symetric perspective-view frustum. + /// /// @see gtc_matrix_transform template detail::tmat4x4 perspective( @@ -134,7 +157,8 @@ namespace glm T const & zNear, T const & zFar); - /// Builds a perspective projection matrix based on a field of view + /// Builds a perspective projection matrix based on a field of view. + /// /// @see gtc_matrix_transform template detail::tmat4x4 perspectiveFov( @@ -144,19 +168,22 @@ namespace glm valType const & zNear, valType const & zFar); - /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite . + /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite. + /// /// @see gtc_matrix_transform template detail::tmat4x4 infinitePerspective( 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. + /// /// @see gtc_matrix_transform template detail::tmat4x4 tweakedInfinitePerspective( T fovy, T aspect, T zNear); /// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. + /// /// @see gtc_matrix_transform template detail::tvec3 project( @@ -166,6 +193,7 @@ namespace glm detail::tvec4 const & viewport); /// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. + /// /// @see gtc_matrix_transform template detail::tvec3 unProject( @@ -175,6 +203,7 @@ namespace glm detail::tvec4 const & viewport); /// Define a picking region + /// /// @see gtc_matrix_transform template detail::tmat4x4 pickMatrix( @@ -183,6 +212,7 @@ namespace glm detail::tvec4 const & viewport); /// Build a look at view matrix. + /// /// @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