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