docs: Documentation fixes for CoglMatrix

Clean up the references, the docbook tags, and the style to fit in
with the rest of the API references for Cogl and Clutter.
This commit is contained in:
Emmanuele Bassi 2009-11-19 13:33:26 +00:00
parent 056cfcffc3
commit 550c14449e

View File

@ -33,8 +33,7 @@ G_BEGIN_DECLS
/**
* SECTION:cogl-matrix
* @short_description: Fuctions for initializing and manipulating 4x4
* matrices.
* @short_description: Fuctions for initializing and manipulating 4x4 matrices
*
* Matrices are used in Cogl to describe affine model-view transforms, texture
* transforms, and projective transforms. This exposes a utility API that can
@ -112,12 +111,13 @@ struct _CoglMatrix
* @matrix: A 4x4 transformation matrix
*
* Resets matrix to the identity matrix:
* <programlisting>
*
* |[
* .xx=1; .xy=0; .xz=0; .xw=0;
* .yx=0; .yy=1; .yz=0; .yw=0;
* .zx=0; .zy=0; .zz=1; .zw=0;
* .wx=0; .wy=0; .wz=0; .ww=1;
* </programlisting>
* ]|
*/
void cogl_matrix_init_identity (CoglMatrix *matrix);
@ -127,8 +127,8 @@ void cogl_matrix_init_identity (CoglMatrix *matrix);
* @a: A 4x4 transformation matrix
* @b: A 4x4 transformation matrix
*
* This function multiples the two supplied matricies together and stores
* the result in @result
* Multiplies the two supplied matrices together and stores
* the resulting matrix inside @result
*/
void cogl_matrix_multiply (CoglMatrix *result,
const CoglMatrix *a,
@ -142,8 +142,8 @@ void cogl_matrix_multiply (CoglMatrix *result,
* @y: Y component of your rotation vector
* @z: Z component of your rotation vector
*
* This function multiples your matrix with a rotation matrix that applies
* a rotation of #angle degrees around the specified 3D vector.
* Multiplies @matrix with a rotation matrix that applies a rotation
* of @angle degrees around the specified 3D vector.
*/
void cogl_matrix_rotate (CoglMatrix *matrix,
float angle,
@ -157,8 +157,8 @@ void cogl_matrix_rotate (CoglMatrix *matrix,
* @y: The Y translation you want to apply
* @z: The Z translation you want to apply
*
* This function multiples your matrix with a transform matrix that translates
* along the X, Y and Z axis.
* Multiplies @matrix with a transform matrix that translates along
* the X, Y and Z axis.
*/
void cogl_matrix_translate (CoglMatrix *matrix,
float x,
@ -172,8 +172,8 @@ void cogl_matrix_translate (CoglMatrix *matrix,
* @sy: The Y scale factor
* @sz: The Z scale factor
*
* This function multiples your matrix with a transform matrix that scales
* along the X, Y and Z axis.
* Multiplies @matrix with a transform matrix that scales along the X,
* Y and Z axis.
*/
void cogl_matrix_scale (CoglMatrix *matrix,
float sx,
@ -190,7 +190,7 @@ void cogl_matrix_scale (CoglMatrix *matrix,
* @z_near: positive distance to near depth clipping plane
* @z_far: positive distance to far depth clipping plane
*
* Multiplies the matrix by the given frustum perspective matrix.
* Multiplies @matrix by the given frustum perspective matrix.
*/
void cogl_matrix_frustum (CoglMatrix *matrix,
float left,
@ -206,18 +206,18 @@ void cogl_matrix_frustum (CoglMatrix *matrix,
* @fov_y: A field of view angle for the Y axis
* @aspect: The ratio of width to height determining the field of view angle
* for the x axis.
* @z_near: The distance to the near clip plane.
* Never pass 0 and always pass a positive number.
* @z_near: The distance to the near clip plane. Never pass 0 and always pass
* a positive number.
* @z_far: The distance to the far clip plane. (Should always be positive)
*
* Multiplies the matrix by the described perspective matrix
* Multiplies @matrix by the described perspective matrix
*
* Note: you should be careful not to have to great a @z_far / @z_near ratio
* <note>You should be careful not to have to great a @z_far / @z_near ratio
* since that will reduce the effectiveness of depth testing since there wont
* be enough precision to identify the depth of objects near to each other.
* be enough precision to identify the depth of objects near to each
* other.</note>
*/
void
cogl_matrix_perspective (CoglMatrix *matrix,
void cogl_matrix_perspective (CoglMatrix *matrix,
float fov_y,
float aspect,
float z_near,
@ -235,10 +235,9 @@ cogl_matrix_perspective (CoglMatrix *matrix,
* @z_far: The coordinate for the far clipping plane (may be negative if
* the plane is behind the viewer)
*
* Multiples the matrix by a parallel projection matrix.
* Multiplies @matrix by a parallel projection matrix.
*/
void
cogl_matrix_ortho (CoglMatrix *matrix,
void cogl_matrix_ortho (CoglMatrix *matrix,
float left,
float right,
float bottom,
@ -251,16 +250,16 @@ cogl_matrix_ortho (CoglMatrix *matrix,
* @matrix: A 4x4 transformation matrix
* @array: A linear array of 16 floats (column-major order)
*
* This initialises @matrix with the contents of @array
* Initializes @matrix with the contents of @array
*/
void cogl_matrix_init_from_array (CoglMatrix *matrix, const float *array);
void cogl_matrix_init_from_array (CoglMatrix *matrix,
const float *array);
/**
* cogl_matrix_get_array:
* @matrix: A 4x4 transformation matrix
*
* This casts a CoglMatrix to a float array which can be directly passed to
* OpenGL.
* Casts @matrix to a float array which can be directly passed to OpenGL.
*
* Return value: a pointer to the float array
*/
@ -269,37 +268,38 @@ G_CONST_RETURN float *cogl_matrix_get_array (const CoglMatrix *matrix);
/**
* cogl_matrix_get_inverse:
* @matrix: A 4x4 transformation matrix
* @inverse: The destination for a 4x4 inverse transformation matrix
* @inverse: (out): The destination for a 4x4 inverse transformation matrix
*
* This gets the inverse transform of a given matrix and uses it to initialize
* a new CoglMatrix.
* Gets the inverse transform of a given matrix and uses it to initialize
* a new #CoglMatrix.
*
* Note: that although the first parameter is annotated as const to indicate
* <note>Although the first parameter is annotated as const to indicate
* that the transform it represents isn't modified this function may
* technically save a copy of the inverse transform within the given CoglMatrix
* so that subsequent requests for the inverse transform may avoid costly
* inversion calculations.
* technically save a copy of the inverse transform within the given
* #CoglMatrix so that subsequent requests for the inverse transform may
* avoid costly inversion calculations.</note>
*
* Returns TRUE if the inverse was successfully calculated or FALSE for
* degenerate transformations that can't be inverted (in this case the matrix
* will simply be initialized with the identity matrix)
* Return value: %TRUE if the inverse was successfully calculated or %FALSE
* for degenerate transformations that can't be inverted (in this case the
* @inverse matrix will simply be initialized with the identity matrix)
*
* Since: 1.2
*/
gboolean
cogl_matrix_get_inverse (const CoglMatrix *matrix, CoglMatrix *inverse);
gboolean cogl_matrix_get_inverse (const CoglMatrix *matrix,
CoglMatrix *inverse);
/**
* cogl_matrix_transform_point:
* @matrix: A 4x4 transformation matrix
* @x: The X component of your points position [in:out]
* @y: The Y component of your points position [in:out]
* @z: The Z component of your points position [in:out]
* @w: The W component of your points position [in:out]
* @x: (in-out): The X component of your points position
* @y: (in-out): The Y component of your points position
* @z: (in-out): The Z component of your points position
* @w: (in-out): The W component of your points position
*
* This transforms a point whos position is given and returned
* as four float components.
* Transforms a point whos position is given and returned as four float
* components.
*/
void
cogl_matrix_transform_point (const CoglMatrix *matrix,
void cogl_matrix_transform_point (const CoglMatrix *matrix,
float *x,
float *y,
float *z,