glm: Add missing backticks around parameter names.

This commit is contained in:
Bruce Mitchener 2018-09-25 10:17:30 +07:00 committed by Sébastien Crozet
parent 96a2a56800
commit 20b464f5b8

View File

@ -42,9 +42,9 @@ pub fn look_at_rh<N: Real>(eye: &TVec3<N>, center: &TVec3<N>, up: &TVec3<N>) ->
/// Builds a rotation 4 * 4 matrix created from an axis vector and an angle and right-multiply it to `m`.
///
/// # Parameters
/// * m Input matrix multiplied by this rotation matrix.
/// * angle Rotation angle expressed in radians.
/// * axis Rotation axis, recommended to be normalized.
/// * `m` Input matrix multiplied by this rotation matrix.
/// * `angle` Rotation angle expressed in radians.
/// * `axis` Rotation axis, recommended to be normalized.
pub fn rotate<N: Real>(m: &TMat4<N>, angle: N, axis: &TVec3<N>) -> TMat4<N> {
m * Rotation3::from_axis_angle(&Unit::new_normalize(*axis), angle).to_homogeneous()
}
@ -52,8 +52,8 @@ pub fn rotate<N: Real>(m: &TMat4<N>, angle: N, axis: &TVec3<N>) -> TMat4<N> {
/// Builds a rotation 4 * 4 matrix around the X axis and right-multiply it to `m`.
///
/// # Parameters
/// * m Input matrix multiplied by this rotation matrix.
/// * angle Rotation angle expressed in radians.
/// * `m` Input matrix multiplied by this rotation matrix.
/// * `angle` Rotation angle expressed in radians.
pub fn rotate_x<N: Real>(m: &TMat4<N>, angle: N) -> TMat4<N> {
rotate(m, angle, &TVec::x())
}
@ -61,8 +61,8 @@ pub fn rotate_x<N: Real>(m: &TMat4<N>, angle: N) -> TMat4<N> {
/// Builds a rotation 4 * 4 matrix around the Y axis and right-multiply it to `m`.
///
/// # Parameters
/// * m Input matrix multiplied by this rotation matrix.
/// * angle Rotation angle expressed in radians.
/// * `m` Input matrix multiplied by this rotation matrix.
/// * `angle` Rotation angle expressed in radians.
pub fn rotate_y<N: Real>(m: &TMat4<N>, angle: N) -> TMat4<N> {
rotate(m, angle, &TVec::y())
}
@ -70,8 +70,8 @@ pub fn rotate_y<N: Real>(m: &TMat4<N>, angle: N) -> TMat4<N> {
/// Builds a rotation 4 * 4 matrix around the Z axis and right-multiply it to `m`.
///
/// # Parameters
/// * m Input matrix multiplied by this rotation matrix.
/// * angle Rotation angle expressed in radians.
/// * `m` Input matrix multiplied by this rotation matrix.
/// * `angle` Rotation angle expressed in radians.
pub fn rotate_z<N: Real>(m: &TMat4<N>, angle: N) -> TMat4<N> {
rotate(m, angle, &TVec::z())
}
@ -79,8 +79,8 @@ pub fn rotate_z<N: Real>(m: &TMat4<N>, angle: N) -> TMat4<N> {
/// Builds a scale 4 * 4 matrix created from 3 scalars and right-multiply it to `m`.
///
/// # Parameters
/// * m Input matrix multiplied by this scale matrix.
/// * v Ratio of scaling for each axis.
/// * `m` Input matrix multiplied by this scale matrix.
/// * `v` Ratio of scaling for each axis.
pub fn scale<N: Number>(m: &TMat4<N>, v: &TVec3<N>) -> TMat4<N> {
m.prepend_nonuniform_scaling(v)
}
@ -88,8 +88,8 @@ pub fn scale<N: Number>(m: &TMat4<N>, v: &TVec3<N>) -> TMat4<N> {
/// Builds a translation 4 * 4 matrix created from a vector of 3 components and right-multiply it to `m`.
///
/// # Parameters
/// * m Input matrix multiplied by this translation matrix.
/// * v Coordinates of a translation vector.
/// * `m` Input matrix multiplied by this translation matrix.
/// * `v` Coordinates of a translation vector.
pub fn translate<N: Number>(m: &TMat4<N>, v: &TVec3<N>) -> TMat4<N> {
m.prepend_translation(v)
}