Merge pull request #696 from nnmm/dev

Small docs improvements
This commit is contained in:
Sébastien Crozet 2020-02-23 22:04:10 +01:00
commit 481572c98f
4 changed files with 13 additions and 13 deletions

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@ -16,7 +16,7 @@ use crate::base::{Matrix4, Vector, Vector3};
use crate::geometry::{Point3, Projective3};
/// A 3D orthographic projection stored as an homogeneous 4x4 matrix.
/// A 3D orthographic projection stored as a homogeneous 4x4 matrix.
pub struct Orthographic3<N: RealField> {
matrix: Matrix4<N>,
}

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@ -17,7 +17,7 @@ use crate::base::{Matrix4, Scalar, Vector, Vector3};
use crate::geometry::{Point3, Projective3};
/// A 3D perspective projection stored as an homogeneous 4x4 matrix.
/// A 3D perspective projection stored as a homogeneous 4x4 matrix.
pub struct Perspective3<N: Scalar> {
matrix: Matrix4<N>,
}
@ -89,7 +89,7 @@ impl<N: RealField> Perspective3<N> {
/// Wraps the given matrix to interpret it as a 3D perspective matrix.
///
/// It is not checked whether or not the given matrix actually represents an orthographic
/// It is not checked whether or not the given matrix actually represents a perspective
/// projection.
#[inline]
pub fn from_matrix_unchecked(matrix: Matrix4<N>) -> Self {

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@ -2,16 +2,16 @@ use crate::base::dimension::{U2, U3};
use crate::geometry::{TAffine, TGeneral, TProjective, Transform};
/// A 2D general transformation that may not be invertible. Stored as an homogeneous 3x3 matrix.
/// A 2D general transformation that may not be invertible. Stored as a homogeneous 3x3 matrix.
pub type Transform2<N> = Transform<N, U2, TGeneral>;
/// An invertible 2D general transformation. Stored as an homogeneous 3x3 matrix.
/// An invertible 2D general transformation. Stored as a homogeneous 3x3 matrix.
pub type Projective2<N> = Transform<N, U2, TProjective>;
/// A 2D affine transformation. Stored as an homogeneous 3x3 matrix.
/// A 2D affine transformation. Stored as a homogeneous 3x3 matrix.
pub type Affine2<N> = Transform<N, U2, TAffine>;
/// A 3D general transformation that may not be inversible. Stored as an homogeneous 4x4 matrix.
/// A 3D general transformation that may not be inversible. Stored as a homogeneous 4x4 matrix.
pub type Transform3<N> = Transform<N, U3, TGeneral>;
/// An invertible 3D general transformation. Stored as an homogeneous 4x4 matrix.
/// An invertible 3D general transformation. Stored as a homogeneous 4x4 matrix.
pub type Projective3<N> = Transform<N, U3, TProjective>;
/// A 3D affine transformation. Stored as an homogeneous 4x4 matrix.
/// A 3D affine transformation. Stored as a homogeneous 4x4 matrix.
pub type Affine3<N> = Transform<N, U3, TAffine>;

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@ -51,7 +51,7 @@ an optimized set of tools for computer graphics and physics. Those features incl
allocated on the heap.
* Convenient aliases for low-dimensional matrices and vectors: `Vector1` to `Vector6` and
`Matrix1x1` to `Matrix6x6`, including rectangular matrices like `Matrix2x5`.
* Points sizes known at compile time, and convenience aliases:: `Point1` to `Point6`.
* Points sizes known at compile time, and convenience aliases: `Point1` to `Point6`.
* Translation (seen as a transformation that composes by multiplication): `Translation2`,
`Translation3`.
* Rotation matrices: `Rotation2`, `Rotation3`.
@ -60,10 +60,10 @@ an optimized set of tools for computer graphics and physics. Those features incl
* Algebraic entities with a norm equal to one: `Unit<T>`, e.g., `Unit<Vector3<f32>>`.
* Isometries (translation rotation): `Isometry2`, `Isometry3`
* Similarity transformations (translation rotation uniform scale): `Similarity2`, `Similarity3`.
* Affine transformations stored as an homogeneous matrix: `Affine2`, `Affine3`.
* Projective (i.e. invertible) transformations stored as an homogeneous matrix: `Projective2`,
* Affine transformations stored as a homogeneous matrix: `Affine2`, `Affine3`.
* Projective (i.e. invertible) transformations stored as a homogeneous matrix: `Projective2`,
`Projective3`.
* General transformations that does not have to be invertible, stored as an homogeneous matrix:
* General transformations that does not have to be invertible, stored as a homogeneous matrix:
`Transform2`, `Transform3`.
* 3D projections for computer graphics: `Perspective3`, `Orthographic3`.
* Matrix factorizations: `Cholesky`, `QR`, `LU`, `FullPivLU`, `SVD`, `Schur`, `Hessenberg`, `SymmetricEigen`.