glm: Use - instead of : after parameter names.

This makes things consistent with the other doc comments here.
This commit is contained in:
Bruce Mitchener 2018-09-25 10:23:11 +07:00 committed by Sébastien Crozet
parent 20b464f5b8
commit c6ca1ca3e2

View File

@ -5,9 +5,9 @@ use aliases::{TVec2, TVec3, TVec4, TMat4};
/// Define a picking region.
///
/// # Parameters
/// * `center`: Specify the center of a picking region in window coordinates.
/// * `delta`: Specify the width and height, respectively, of the picking region in window coordinates.
/// * `viewport`: Rendering viewport
/// * `center` - Specify the center of a picking region in window coordinates.
/// * `delta` - Specify the width and height, respectively, of the picking region in window coordinates.
/// * `viewport` - Rendering viewport
pub fn pick_matrix<N: Real>(center: &TVec2<N>, delta: &TVec2<N>, viewport: &TVec4<N>) -> TMat4<N> {
let shift = TVec3::new(
(viewport.z - (center.x - viewport.x) * na::convert(2.0)) / delta.x,
@ -22,10 +22,10 @@ pub fn pick_matrix<N: Real>(center: &TVec2<N>, delta: &TVec2<N>, viewport: &TVec
/// Map the specified object coordinates `(obj.x, obj.y, obj.z)` into window coordinates using OpenGL near and far clip planes definition.
///
/// # Parameters
/// * `obj`: Specify the object coordinates.
/// * `model`: Specifies the current modelview matrix.
/// * `proj`: Specifies the current projection matrix.
/// * `viewport`: Specifies the current viewport.
/// * `obj` - Specify the object coordinates.
/// * `model` - Specifies the current modelview matrix.
/// * `proj` - Specifies the current projection matrix.
/// * `viewport` - Specifies the current viewport.
pub fn project<N: Real>(obj: &TVec3<N>, model: &TMat4<N>, proj: &TMat4<N>, viewport: TVec4<N>) -> TVec3<N> {
project_no(obj, model, proj, viewport)
}
@ -35,10 +35,10 @@ pub fn project<N: Real>(obj: &TVec3<N>, model: &TMat4<N>, proj: &TMat4<N>, viewp
/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
/// # Parameters
/// * `obj`: Specify the object coordinates.
/// * `model`: Specifies the current modelview matrix.
/// * `proj`: Specifies the current projection matrix.
/// * `viewport`: Specifies the current viewport.
/// * `obj` - Specify the object coordinates.
/// * `model` - Specifies the current modelview matrix.
/// * `proj` - Specifies the current projection matrix.
/// * `viewport` - Specifies the current viewport.
pub fn project_no<N: Real>(obj: &TVec3<N>, model: &TMat4<N>, proj: &TMat4<N>, viewport: TVec4<N>) -> TVec3<N> {
let proj = project_zo(obj, model, proj, viewport);
TVec3::new(proj.x, proj.y, proj.z * na::convert(0.5) + na::convert(0.5))
@ -49,10 +49,10 @@ pub fn project_no<N: Real>(obj: &TVec3<N>, model: &TMat4<N>, proj: &TMat4<N>, vi
/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
///
/// # Parameters
/// * `obj`: Specify the object coordinates.
/// * `model`: Specifies the current modelview matrix.
/// * `proj`: Specifies the current projection matrix.
/// * `viewport`: Specifies the current viewport.
/// * `obj` - Specify the object coordinates.
/// * `model` - Specifies the current modelview matrix.
/// * `proj` - Specifies the current projection matrix.
/// * `viewport` - Specifies the current viewport.
pub fn project_zo<N: Real>(obj: &TVec3<N>, model: &TMat4<N>, proj: &TMat4<N>, viewport: TVec4<N>) -> TVec3<N> {
let normalized = proj * model * TVec4::new(obj.x, obj.y, obj.z, N::one());
let scale = N::one() / normalized.w;
@ -67,10 +67,10 @@ pub fn project_zo<N: Real>(obj: &TVec3<N>, model: &TMat4<N>, proj: &TMat4<N>, vi
/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates using OpenGL near and far clip planes definition.
///
/// # Parameters
/// * `obj`: Specify the window coordinates to be mapped.
/// * `model`: Specifies the current modelview matrix.
/// * `proj`: Specifies the current projection matrix.
/// * `viewport`: Specifies the current viewport.
/// * `obj` - Specify the window coordinates to be mapped.
/// * `model` - Specifies the current modelview matrix.
/// * `proj` - Specifies the current projection matrix.
/// * `viewport` - Specifies the current viewport.
pub fn unproject<N: Real>(win: &TVec3<N>, model: &TMat4<N>, proj: &TMat4<N>, viewport: TVec4<N>) -> TVec3<N> {
unproject_no(win, model, proj, viewport)
}
@ -80,10 +80,10 @@ pub fn unproject<N: Real>(win: &TVec3<N>, model: &TMat4<N>, proj: &TMat4<N>, vie
/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
/// # Parameters
/// * `obj`: Specify the window coordinates to be mapped.
/// * `model`: Specifies the current modelview matrix.
/// * `proj`: Specifies the current projection matrix.
/// * `viewport`: Specifies the current viewport.
/// * `obj` - Specify the window coordinates to be mapped.
/// * `model` - Specifies the current modelview matrix.
/// * `proj` - Specifies the current projection matrix.
/// * `viewport` - Specifies the current viewport.
pub fn unproject_no<N: Real>(win: &TVec3<N>, model: &TMat4<N>, proj: &TMat4<N>, viewport: TVec4<N>) -> TVec3<N> {
let _2: N = na::convert(2.0);
let transform = (proj * model).try_inverse().unwrap_or(TMat4::zeros());
@ -103,10 +103,10 @@ pub fn unproject_no<N: Real>(win: &TVec3<N>, model: &TMat4<N>, proj: &TMat4<N>,
/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
///
/// # Parameters
/// * `obj`: Specify the window coordinates to be mapped.
/// * `model`: Specifies the current modelview matrix.
/// * `proj`: Specifies the current projection matrix.
/// * `viewport`: Specifies the current viewport.
/// * `obj` - Specify the window coordinates to be mapped.
/// * `model` - Specifies the current modelview matrix.
/// * `proj` - Specifies the current projection matrix.
/// * `viewport` - Specifies the current viewport.
pub fn unproject_zo<N: Real>(win: &TVec3<N>, model: &TMat4<N>, proj: &TMat4<N>, viewport: TVec4<N>) -> TVec3<N> {
let _2: N = na::convert(2.0);
let transform = (proj * model).try_inverse().unwrap_or(TMat4::zeros());