Implemented More Documentation
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@@ -11,11 +11,10 @@
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namespace J3ML::LinearAlgebra {
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/// A 4-by-4 matrix for affine transformations and perspective projections of 3D geometry.
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/* This matrix can represent the most generic form of transformations for 3D objects,
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* including perspective projections, which a 4-by-3 cannot store,
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* and translations, which a 3-by-3 cannot represent.
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* The elements of this matrix are
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/// @brief A 4-by-4 matrix for affine transformations and perspective projections of 3D geometry.
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/// This matrix can represent the most generic form of transformations for 3D objects,
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/// including perspective projections, which a 4-by-3 cannot store, and translations, which a 3-by-3 cannot represent.
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/* The elements of this matrix are
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* m_00, m_01, m_02, m_03
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* m_10, m_11, m_12, m_13
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* m_20, m_21, m_22, m_23,
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@@ -227,9 +226,19 @@ namespace J3ML::LinearAlgebra {
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static Matrix4x4 D3DPerspProjLH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
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static Matrix4x4 D3DPerspProjRH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
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/// Computes a left-handled orthographic projection matrix for OpenGL.
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/// @note Use the M*v multiplication order to project points with this matrix.
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static Matrix4x4 OpenGLOrthoProjLH(float n, float f, float h, float v);
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/// Computes a right-handled orthographic projection matrix for OpenGL.
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/// @note Use the M*v multiplication order to project points with this matrix.
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static Matrix4x4 OpenGLOrthoProjRH(float n, float f, float h, float v);
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/// Computes a left-handed perspective projection matrix for OpenGL.
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/// @note Use the M*v multiplication order to project points with this matrix.
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static Matrix4x4 OpenGLPerspProjLH(float n, float f, float h, float v);
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/// Identical to http://www.opengl.org/sdk/docs/man/xhtml/gluPerspective.xml , except uses viewport sizes instead of FOV to set up the
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/// projection matrix.
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/// @note Use the M*v multiplication order to project points with this matrix.
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static Matrix4x4 OpenGLPerspProjRH(float n, float f, float h, float v);
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Vector4 operator[](int row);
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@@ -8,11 +8,9 @@
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namespace J3ML::LinearAlgebra {
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// A 3D (x, y, z) ordered pair.
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/// A 3D (x, y, z) ordered pair.
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class Vector3 {
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public:
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float x = 0;
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float y = 0;
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float z = 0;
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