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Fix Javadocs of Matrix4/4x3.shadow()
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httpdigest committed Aug 23, 2021
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8 changes: 4 additions & 4 deletions src/org/joml/Matrix4d.java
Original file line number Diff line number Diff line change
Expand Up @@ -14017,7 +14017,7 @@ private Vector3d originGeneric(Vector3d dest) {
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix,
* then the new matrix will be <code>M * S</code>. So when transforming a
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
* reflection will be applied first!
* shadow projection will be applied first!
* <p>
* Reference: <a href="ftp://ftp.sgi.com/opengl/contrib/blythe/advanced99/notes/node192.html">ftp.sgi.com</a>
*
Expand Down Expand Up @@ -14050,7 +14050,7 @@ public Matrix4d shadow(Vector4dc light, double a, double b, double c, double d,
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix,
* then the new matrix will be <code>M * S</code>. So when transforming a
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
* reflection will be applied first!
* shadow projection will be applied first!
* <p>
* Reference: <a href="ftp://ftp.sgi.com/opengl/contrib/blythe/advanced99/notes/node192.html">ftp.sgi.com</a>
*
Expand Down Expand Up @@ -14157,7 +14157,7 @@ public Matrix4d shadow(Vector4dc light, Matrix4dc planeTransform, Matrix4d dest)
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix,
* then the new matrix will be <code>M * S</code>. So when transforming a
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
* reflection will be applied first!
* shadow projection will be applied first!
*
* @param light
* the light's vector
Expand Down Expand Up @@ -14189,7 +14189,7 @@ public Matrix4d shadow(double lightX, double lightY, double lightZ, double light
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix,
* then the new matrix will be <code>M * S</code>. So when transforming a
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
* reflection will be applied first!
* shadow projection will be applied first!
*
* @param lightX
* the x-component of the light vector
Expand Down
8 changes: 4 additions & 4 deletions src/org/joml/Matrix4dc.java
Original file line number Diff line number Diff line change
Expand Up @@ -4962,7 +4962,7 @@ Matrix4d mul3x3(
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix,
* then the new matrix will be <code>M * S</code>. So when transforming a
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
* reflection will be applied first!
* shadow projection will be applied first!
* <p>
* Reference: <a href="ftp://ftp.sgi.com/opengl/contrib/blythe/advanced99/notes/node192.html">ftp.sgi.com</a>
*
Expand Down Expand Up @@ -4992,7 +4992,7 @@ Matrix4d mul3x3(
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix,
* then the new matrix will be <code>M * S</code>. So when transforming a
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
* reflection will be applied first!
* shadow projection will be applied first!
* <p>
* Reference: <a href="ftp://ftp.sgi.com/opengl/contrib/blythe/advanced99/notes/node192.html">ftp.sgi.com</a>
*
Expand Down Expand Up @@ -5030,7 +5030,7 @@ Matrix4d mul3x3(
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix,
* then the new matrix will be <code>M * S</code>. So when transforming a
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
* reflection will be applied first!
* shadow projection will be applied first!
*
* @param light
* the light's vector
Expand All @@ -5054,7 +5054,7 @@ Matrix4d mul3x3(
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix,
* then the new matrix will be <code>M * S</code>. So when transforming a
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
* reflection will be applied first!
* shadow projection will be applied first!
*
* @param lightX
* the x-component of the light vector
Expand Down
8 changes: 4 additions & 4 deletions src/org/joml/Matrix4f.java
Original file line number Diff line number Diff line change
Expand Up @@ -12807,7 +12807,7 @@ private Vector3f originGeneric(Vector3f dest) {
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix,
* then the new matrix will be <code>M * S</code>. So when transforming a
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
* reflection will be applied first!
* shadow projection will be applied first!
* <p>
* Reference: <a href="ftp://ftp.sgi.com/opengl/contrib/blythe/advanced99/notes/node192.html">ftp.sgi.com</a>
*
Expand Down Expand Up @@ -12840,7 +12840,7 @@ public Matrix4f shadow(Vector4f light, float a, float b, float c, float d, Matri
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix,
* then the new matrix will be <code>M * S</code>. So when transforming a
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
* reflection will be applied first!
* shadow projection will be applied first!
* <p>
* Reference: <a href="ftp://ftp.sgi.com/opengl/contrib/blythe/advanced99/notes/node192.html">ftp.sgi.com</a>
*
Expand Down Expand Up @@ -12947,7 +12947,7 @@ public Matrix4f shadow(Vector4f light, Matrix4fc planeTransform, Matrix4f dest)
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix,
* then the new matrix will be <code>M * S</code>. So when transforming a
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
* reflection will be applied first!
* shadow projection will be applied first!
*
* @param light
* the light's vector
Expand Down Expand Up @@ -12979,7 +12979,7 @@ public Matrix4f shadow(float lightX, float lightY, float lightZ, float lightW, M
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix,
* then the new matrix will be <code>M * S</code>. So when transforming a
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
* reflection will be applied first!
* shadow projection will be applied first!
*
* @param lightX
* the x-component of the light vector
Expand Down
8 changes: 4 additions & 4 deletions src/org/joml/Matrix4fc.java
Original file line number Diff line number Diff line change
Expand Up @@ -4757,7 +4757,7 @@ Matrix4f mul3x3(
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix,
* then the new matrix will be <code>M * S</code>. So when transforming a
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
* reflection will be applied first!
* shadow projection will be applied first!
* <p>
* Reference: <a href="ftp://ftp.sgi.com/opengl/contrib/blythe/advanced99/notes/node192.html">ftp.sgi.com</a>
*
Expand Down Expand Up @@ -4787,7 +4787,7 @@ Matrix4f mul3x3(
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix,
* then the new matrix will be <code>M * S</code>. So when transforming a
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
* reflection will be applied first!
* shadow projection will be applied first!
* <p>
* Reference: <a href="ftp://ftp.sgi.com/opengl/contrib/blythe/advanced99/notes/node192.html">ftp.sgi.com</a>
*
Expand Down Expand Up @@ -4825,7 +4825,7 @@ Matrix4f mul3x3(
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix,
* then the new matrix will be <code>M * S</code>. So when transforming a
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
* reflection will be applied first!
* shadow projection will be applied first!
*
* @param light
* the light's vector
Expand All @@ -4849,7 +4849,7 @@ Matrix4f mul3x3(
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix,
* then the new matrix will be <code>M * S</code>. So when transforming a
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
* reflection will be applied first!
* shadow projection will be applied first!
*
* @param lightX
* the x-component of the light vector
Expand Down
8 changes: 4 additions & 4 deletions src/org/joml/Matrix4x3d.java
Original file line number Diff line number Diff line change
Expand Up @@ -8673,7 +8673,7 @@ public Vector3d origin(Vector3d origin) {
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix,
* then the new matrix will be <code>M * S</code>. So when transforming a
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
* reflection will be applied first!
* shadow projection will be applied first!
* <p>
* Reference: <a href="ftp://ftp.sgi.com/opengl/contrib/blythe/advanced99/notes/node192.html">ftp.sgi.com</a>
*
Expand Down Expand Up @@ -8706,7 +8706,7 @@ public Matrix4x3d shadow(Vector4dc light, double a, double b, double c, double d
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix,
* then the new matrix will be <code>M * S</code>. So when transforming a
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
* reflection will be applied first!
* shadow projection will be applied first!
* <p>
* Reference: <a href="ftp://ftp.sgi.com/opengl/contrib/blythe/advanced99/notes/node192.html">ftp.sgi.com</a>
*
Expand Down Expand Up @@ -8807,7 +8807,7 @@ public Matrix4x3d shadow(Vector4dc light, Matrix4x3dc planeTransform, Matrix4x3d
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix,
* then the new matrix will be <code>M * S</code>. So when transforming a
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
* reflection will be applied first!
* shadow projection will be applied first!
*
* @param light
* the light's vector
Expand Down Expand Up @@ -8839,7 +8839,7 @@ public Matrix4x3d shadow(double lightX, double lightY, double lightZ, double lig
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix,
* then the new matrix will be <code>M * S</code>. So when transforming a
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
* reflection will be applied first!
* shadow projection will be applied first!
*
* @param lightX
* the x-component of the light vector
Expand Down
8 changes: 4 additions & 4 deletions src/org/joml/Matrix4x3dc.java
Original file line number Diff line number Diff line change
Expand Up @@ -2726,7 +2726,7 @@ public interface Matrix4x3dc {
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix,
* then the new matrix will be <code>M * S</code>. So when transforming a
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
* reflection will be applied first!
* shadow projection will be applied first!
* <p>
* Reference: <a href="ftp://ftp.sgi.com/opengl/contrib/blythe/advanced99/notes/node192.html">ftp.sgi.com</a>
*
Expand Down Expand Up @@ -2756,7 +2756,7 @@ public interface Matrix4x3dc {
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix,
* then the new matrix will be <code>M * S</code>. So when transforming a
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
* reflection will be applied first!
* shadow projection will be applied first!
* <p>
* Reference: <a href="ftp://ftp.sgi.com/opengl/contrib/blythe/advanced99/notes/node192.html">ftp.sgi.com</a>
*
Expand Down Expand Up @@ -2794,7 +2794,7 @@ public interface Matrix4x3dc {
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix,
* then the new matrix will be <code>M * S</code>. So when transforming a
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
* reflection will be applied first!
* shadow projection will be applied first!
*
* @param light
* the light's vector
Expand All @@ -2818,7 +2818,7 @@ public interface Matrix4x3dc {
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix,
* then the new matrix will be <code>M * S</code>. So when transforming a
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
* reflection will be applied first!
* shadow projection will be applied first!
*
* @param lightX
* the x-component of the light vector
Expand Down
8 changes: 4 additions & 4 deletions src/org/joml/Matrix4x3f.java
Original file line number Diff line number Diff line change
Expand Up @@ -7808,7 +7808,7 @@ public Vector3f origin(Vector3f origin) {
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix,
* then the new matrix will be <code>M * S</code>. So when transforming a
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
* reflection will be applied first!
* shadow projection will be applied first!
* <p>
* Reference: <a href="ftp://ftp.sgi.com/opengl/contrib/blythe/advanced99/notes/node192.html">ftp.sgi.com</a>
*
Expand Down Expand Up @@ -7841,7 +7841,7 @@ public Matrix4x3f shadow(Vector4fc light, float a, float b, float c, float d, Ma
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix,
* then the new matrix will be <code>M * S</code>. So when transforming a
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
* reflection will be applied first!
* shadow projection will be applied first!
* <p>
* Reference: <a href="ftp://ftp.sgi.com/opengl/contrib/blythe/advanced99/notes/node192.html">ftp.sgi.com</a>
*
Expand Down Expand Up @@ -7942,7 +7942,7 @@ public Matrix4x3f shadow(Vector4fc light, Matrix4x3fc planeTransform, Matrix4x3f
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix,
* then the new matrix will be <code>M * S</code>. So when transforming a
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
* reflection will be applied first!
* shadow projection will be applied first!
*
* @param light
* the light's vector
Expand Down Expand Up @@ -7974,7 +7974,7 @@ public Matrix4x3f shadow(float lightX, float lightY, float lightZ, float lightW,
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix,
* then the new matrix will be <code>M * S</code>. So when transforming a
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
* reflection will be applied first!
* shadow projection will be applied first!
*
* @param lightX
* the x-component of the light vector
Expand Down
8 changes: 4 additions & 4 deletions src/org/joml/Matrix4x3fc.java
Original file line number Diff line number Diff line change
Expand Up @@ -2434,7 +2434,7 @@ public interface Matrix4x3fc {
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix,
* then the new matrix will be <code>M * S</code>. So when transforming a
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
* reflection will be applied first!
* shadow projection will be applied first!
* <p>
* Reference: <a href="ftp://ftp.sgi.com/opengl/contrib/blythe/advanced99/notes/node192.html">ftp.sgi.com</a>
*
Expand Down Expand Up @@ -2464,7 +2464,7 @@ public interface Matrix4x3fc {
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix,
* then the new matrix will be <code>M * S</code>. So when transforming a
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
* reflection will be applied first!
* shadow projection will be applied first!
* <p>
* Reference: <a href="ftp://ftp.sgi.com/opengl/contrib/blythe/advanced99/notes/node192.html">ftp.sgi.com</a>
*
Expand Down Expand Up @@ -2502,7 +2502,7 @@ public interface Matrix4x3fc {
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix,
* then the new matrix will be <code>M * S</code>. So when transforming a
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
* reflection will be applied first!
* shadow projection will be applied first!
*
* @param light
* the light's vector
Expand All @@ -2526,7 +2526,7 @@ public interface Matrix4x3fc {
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix,
* then the new matrix will be <code>M * S</code>. So when transforming a
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
* reflection will be applied first!
* shadow projection will be applied first!
*
* @param lightX
* the x-component of the light vector
Expand Down

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